List of biotic and elemental (tech) combos
#26
Posté 06 mars 2012 - 05:47
#27
Posté 06 mars 2012 - 06:46
#28
Posté 06 mars 2012 - 06:52
#29
Posté 07 mars 2012 - 01:13
How much does warp weaken armor? I dont see it listed and I'm having a hard time picking rank 6.
Also about the balancing... will we get a free respec? Duration will be alot more appealing once stasis recharge is increased.
#30
Posté 07 mars 2012 - 03:44
Reave detonates, and as far as I know, also sets up. However the Drell doesn't have an additional power to detonate the Reave with aside from his grenades, which work, but isn't spammable.Kakaw wrote...
Has anyone had the opportunity to try out the drell adept with reave? Anyone tested if reave sets up a biotic field/combo or detonates one? Or both with certain upgrades? Or neither? And a description on it in general? ^^
If I remember correctly from my one game playing it, Reave does damage, is effective against armor and barriers. weakens a target, and adds a protective bonus in the form of what I assume to be damage mitigation during the duration it's "up" on the target. The protective bonus is not applied if you use Reave to detonate an explosion. Reave is essentially Warp with a damage reduction added to the player, and quite good.
Drell Adept is a lot of fun. Very mobile, Reave helps with his squishiness, Pull has a nearly instantaneous cooldown [I can begin casting Reave before the Pull animation is even over] and the biotic grenades can be specced to do TONS of damage. Still not as versatile as the Asari considering Stasis goes through shields, but still a fun class.
Modifié par JocktheMotie, 07 mars 2012 - 03:47 .
#31
Posté 07 mars 2012 - 04:01
#32
Posté 07 mars 2012 - 05:48
[/quote]
Singularity has a Detonate ability that detonates the singularity when the field "dies" to inflict damage across 5 meters. Does the field die when I use a biotic combo to detonate it? Does that trigger the extra damage from this upgrade?
The Biotic Mastery tree gives me damage and force bonuses to my powers. Do these bonuses apply to detonations or just to the powers themselves? Does this answer also apply to the vulnerability caused by the Expose upgrade in Rank 5 of the Warp tree?
[/quote]
#33
Posté 07 mars 2012 - 05:59
CrimsonShadows81 wrote...
Hi Eric, I have a follow up question:
Singularity has a Detonate ability that detonates the singularity when the field "dies" to inflict damage across 5 meters. Does the field die when I use a biotic combo to detonate it? Does that trigger the extra damage from this upgrade?
Not sure about your other question but from my experience in the demo, it doesn't explode on the detonation, only if you cast and it and "leave it" until it expires. Which is way too long, and obviously it disappears if you cast it again. Take the other evolution IMO.
#34
Posté 07 mars 2012 - 06:11
Warchild-RZ wrote...
If you use warp to start a combo can you continue to detonate it as long as the debuff effect lasts? I keep trying to test it, but its hard to tell with all the enemies and graphic effects.
How much does warp weaken armor? I dont see it listed and I'm having a hard time picking rank 6.
Also about the balancing... will we get a free respec? Duration will be alot more appealing once stasis recharge is increased.
One detonation, only. Also warp can't detonate itself. It is also one detonation only when you spread, for instance, stasis to nearby enemies through detonation. (Yes, detonating stasis and cryo blast (and others) explode the stasis and freeze effect onto nearby enemies. These can, then, NOT be detonated.)
Also about warps 'weaken-armor' I'm not even sure if this means the same as 'enemies take extra damage', it only means that armored units, that don't have any shields left, will take 25% extra damage. ? ?
Modifié par Kakaw, 07 mars 2012 - 06:12 .
#35
Posté 07 mars 2012 - 08:50
#36
Posté 07 mars 2012 - 10:25
Kakaw wrote...
Warchild-RZ wrote...
If you use warp to start a combo can you continue to detonate it as long as the debuff effect lasts? I keep trying to test it, but its hard to tell with all the enemies and graphic effects.
How much does warp weaken armor? I dont see it listed and I'm having a hard time picking rank 6.
Also about the balancing... will we get a free respec? Duration will be alot more appealing once stasis recharge is increased.
One detonation, only. Also warp can't detonate itself. It is also one detonation only when you spread, for instance, stasis to nearby enemies through detonation. (Yes, detonating stasis and cryo blast (and others) explode the stasis and freeze effect onto nearby enemies. These can, then, NOT be detonated.)
Also about warps 'weaken-armor' I'm not even sure if this means the same as 'enemies take extra damage', it only means that armored units, that don't have any shields left, will take 25% extra damage. ? ?
Thanks for the help.
Yeah Im assuming its 25% extra damage. I definitely notice increased damage while the debuff is active (without rank 6).
#37
Posté 09 mars 2012 - 12:14
Eric Fagnan wrote...
The damage of the combo explosion depends on the rank of the detonator power, not the stats of the power. The rank of the power that set up the combo also matters. So if you combine a rank 6 Pull with a rank 6 Throw, you will get maximum combo damage. Whether you use Throw or Warp to detonate doesn't really matter, except when that power has special upgrades to increase the damage of combos. Even if Warp, by default, does more damage than Throw on a regular impact, this does not affect how much damage is done on power combos - only the rank of the power matters.
This applies for the other combos as well. Using a rank 6 Incinerate to set up a fire combo and detonating with a rank 6 Throw will cause maximum damage. Using a rank 1 Incinerate with a rank 6 Throw does the same damage as using a rank 6 Incinerate followed by a rank 1 Throw, which is less than having max rank in both powers.
Hope that clarifies a few more things.
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.
Thant's some great insight, especially the part about Warp as a set-up power. I was wondering about that as well. Thank you for your input Eric.
Also, I will be adding Reave to the list, as soon as I unlock my Drell Adept and try it out.
#38
Posté 09 mars 2012 - 01:13
#39
Posté 09 mars 2012 - 01:58
Can the powers do either one? Both? Or as the guide implies, neither?
#40
Posté 09 mars 2012 - 03:30
2. If there are multiple enemies with a source power debuff can detonator abilities that have area of effect like biotic charge and throw, cause multiple biotic explosions? If so will these explosions stack?
3. Do skills like pull's expose that increase all damage to targets lifted by Pull by 25%, increase the damage of biotic explosions to the target?
4. Lastly for single player do combos setup by your squad members do less damage than combos setup by shepherd? Which does more damage or do they do the same damaage?
- Shepherd's level 6 source + squad mate’s level 6detentor
- Squad mate’s level 6 source + squad mate’s level detonator
- Shepherd’s level 6 source + shepherd's level 6 detonator.
Modifié par trey_mendus, 09 mars 2012 - 05:07 .
#41
Posté 09 mars 2012 - 04:06
JocktheMotie wrote...
Great info regarding the detonation mechanics Eric, thank you!
Reave detonates, and as far as I know, also sets up. However the Drell doesn't have an additional power to detonate the Reave with aside from his grenades, which work, but isn't spammable.Kakaw wrote...
Has anyone had the opportunity to try out the drell adept with reave? Anyone tested if reave sets up a biotic field/combo or detonates one? Or both with certain upgrades? Or neither? And a description on it in general? ^^
If I remember correctly from my one game playing it, Reave does damage, is effective against armor and barriers. weakens a target, and adds a protective bonus in the form of what I assume to be damage mitigation during the duration it's "up" on the target. The protective bonus is not applied if you use Reave to detonate an explosion. Reave is essentially Warp with a damage reduction added to the player, and quite good.
Drell Adept is a lot of fun. Very mobile, Reave helps with his squishiness, Pull has a nearly instantaneous cooldown [I can begin casting Reave before the Pull animation is even over] and the biotic grenades can be specced to do TONS of damage. Still not as versatile as the Asari considering Stasis goes through shields, but still a fun class.
Reave can be detonated by grenades.
It works, rather well if you can aim.
#42
Posté 09 mars 2012 - 04:11
#43
Posté 09 mars 2012 - 05:17
Edit: or, rather, the only time detonation with warp makes sense is if you think you need the extra damage from warp to kill the enemy, since that is applied first. If the enemy does survive, are effects from things like Expose (enemy takes 15% more damage) applied, or wiped clean after detonation?
Modifié par We Tigers, 09 mars 2012 - 05:24 .
#44
Posté 09 mars 2012 - 05:45
JocktheMotie wrote...
CrimsonShadows81 wrote...
Hi Eric, I have a follow up question:
Singularity has a Detonate ability that detonates the singularity when the field "dies" to inflict damage across 5 meters. Does the field die when I use a biotic combo to detonate it? Does that trigger the extra damage from this upgrade?
Not sure about your other question but from my experience in the demo, it doesn't explode on the detonation, only if you cast and it and "leave it" until it expires. Which is way too long, and obviously it disappears if you cast it again. Take the other evolution IMO.
In the Asari Vanguard thread (http://social.biowar...79383/1#9681080) ZeroDivision says otherwise.
It has been verified to trigger on detonations as well as when running out, just not when you replace it with a new singularity.
I don't know what to believe! Heh.
#45
Posté 10 mars 2012 - 01:38
-Added Reave to the list of biotic combos.
-Added a note about Reave (basically, it functions about the same as Warp).
#46
Posté 10 mars 2012 - 09:33
#47
Posté 11 mars 2012 - 01:56
&
helping us kill faster/better
Modifié par MartialArtsSurfer, 11 mars 2012 - 02:30 .
#48
Posté 11 mars 2012 - 02:31
#49
Posté 11 mars 2012 - 02:54
#50
Posté 11 mars 2012 - 02:55





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