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List of biotic and elemental (tech) combos


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#101
Mieko

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So as an Asari Adept, I have to use throw to let warp detonate? Means, I can't spam Warp to let every Warp detonate with the next Warp, right?
And I can either use Throw or Warp to let Stasis (Bubble) explode - will Stasis end or will the trapped and then combo'd enemy be released? Or - will the enemies hit by the explosion stay imprisoned in the bubble?

#102
nicodeemus327

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Mieko wrote...

So as an Asari Adept, I have to use throw to let warp detonate? Means, I can't spam Warp to let every Warp detonate with the next Warp, right?
And I can either use Throw or Warp to let Stasis (Bubble) explode - will Stasis end or will the trapped and then combo'd enemy be released? Or - will the enemies hit by the explosion stay imprisoned in the bubble?


Enemies drop out of statis when they take enough damage. One explosion is usually enough to do it.

#103
Mieko

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K, then I'll rather go on with killing weaker bubbled enemies with Paladin headshots (surprisingly and amazingly, the adept has a 20% more headshot damage bonus).

Back to the first question: Do I have to use throw to blow up warp, or can I just use another warp?

#104
DrekorSilverfang

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Mieko wrote...

K, then I'll rather go on with killing weaker bubbled enemies with Paladin headshots (surprisingly and amazingly, the adept has a 20% more headshot damage bonus).

Back to the first question: Do I have to use throw to blow up warp, or can I just use another warp?


Have to use throw.

#105
Keymonk

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This thread is very helpful. Thanks!

#106
Kitty Fae

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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.


While +power damage does not apply to biotic detonations, how about weakening dots, eg, warp's expose, or cryo blast's added damage? does the biotic detonation get added damage from those abilities, or do only the powers that are used to trigger the detonations receive the bonus damage?

Also, does singularity's 6th level extra damage get added to a biotic detonation?

Edit : And if Warp with an expose level taken, is used with throw to make a biotic explosion, will weapon damage still have +15% for the full duration, or is the expose used up as well?

Edit #2

From the Gameplay Data and Mechanics
thread by Eric,

"Power combos do not cause other power combos. So if you create a biotic
detonation near an enemy in Stasis, the detonation won't cause another
power combo.

A power can only detonate a single combo every time
it is cast. So if you have AoE Throw and you hit 2 targets both in a
singularity, only one of them will get detonated."

Not strictly true. ~In single player~. If you have either the double target throw or pull, it's possible to get two biotic detonations with two casts.

Modifié par Kitty Fae, 22 mars 2012 - 02:47 .


#107
Kitty Fae

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Schneidend wrote...

Rivermann wrote...

I can't seem to trigger a tech combo with overload -> warp with the sentinel (Turian i think) anyone else having this problem?


Recharge may not be fast enough. I think Overload bursts can only be triggered while the target is spasming. That's your window.


Not too sure on that one, i've used throw to make tech bursts while a target isin't spasming. Might be that your warp is over-writing the tech primer with a biotic primer?

I've done Warp (Biotic Primer) -> Overload (Tech Primer) -> Throw (Creating Tech Burst) -> (Throw (Creating Biotic Explosion) with a friend before, however.. not sure if that helps.

#108
Kaladryn

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I'm having a problem with throw not always setting off warp. Sometimes I have to throw 2x or 3x to get the biotic explosion to go off. I know the warp graphic effect will stay on the target after a BE, it's not that.

This started recently, after the last patch that contained the geth changes, it was warp, throw, BE every time before that...

Anyone else having this problem?

#109
Bravenu3

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Thanks for compiling the list :-)

#110
SomeoneStoleMyName

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Mr. Fagnan im not entirely sure I get it.

Pull has an upgrade that states "The lifted target will take 25% extra damage"

So if I use pull on an enemy then reave, then this is the result:

Biotic combo: +0% modifier
Reave damage if mob should survive: +25%

Is this correct or is the biotic explosion also benefitted from the 25% damage talent?

#111
Define Clarity

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Very surprised this hasn't been brought up yet. If it has, I apologize.

Biotic Charge and Nova (Human Vanguard) can trigger every combo explosion. To my experience the best results are with biotics.

Good enough info?

EDIT: Misread the "Can be set off by biotics that deal direct damage" part. Just wanted to specify on these 2 abilities.

Modifié par Define Clarity, 23 mars 2012 - 08:05 .


#112
coinop25

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Quick request for clarification:

Does the "Detonate" option at Warp rank 4 improve EVERY kind of combo detonation, including tech bursts, fire bursts, etc., or just biotic detonations?

#113
lazuli

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There have been times in multiplayer matches where it seems that detonating Stasis has afflicted other nearby enemies with Stasis as well. After researching power combos, this seems impossible. I'm just seeing things, right? What probably happened was another player using Stasis on another target at precisely the right moment.

#114
Cincin

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 I've learnt something here, nice post.

#115
Gaw_Damnit

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Have you guys been able to set up fire explosions with Carnage? The main list indicates that it's possible, but I haven't been able to do it so far. Just to be clear, I'm not talking about triggering a fire combo with Carnage (which works very easily), but setting one up.

#116
Czw

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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.


I don't understand this. I've done a biotic explosion with Throw and my target dies from the throw itself but everyone around it dies from the explosion. I always thought it was because I had the +270 damage point on throw. Basically my target was dying from getting hit with a stick of dynamite while everyone else was dying from the explosion. But if I'm understanding you correctly, that's not the case. I may as well remove that upgrade if I rely on combos, because the damage is predetermined and my 270 extra damage is wasted on combos.

Eric Fagnan wrote...
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.


So if it does 10% of health on Bronze, it'll do 10% on Gold?
That's odd, because I swear my combos one hit cannibals and other standard enemies on low difficulty, but do not always do so on silver/gold. I could be wrong though as I don't play bronze anymore.

#117
TheInvoker

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Kitty Fae wrote...

TheWarofArt wrote...

What I would like to know is the exact damage or % damage each combo does if both ranks are 6: This is important to me because I want to know if it's more efficient spamming incinerate against banshees or constantly tech-bursting them with overload+incinerate. Does anyone know these numbers?


If anyone does know these numbers, and for biotic/cryo/fire explosions, please, do let the OP know so she/he/it can update the infomation


Please!!! i need the numbers...i really love exact stats!

#118
MartialArtsSurfer

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Czw wrote...

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.


I don't understand this. I've done a biotic explosion with Throw and my target dies from the throw itself but everyone around it dies from the explosion. I always thought it was because I had the +270 damage point on throw. Basically my target was dying from getting hit with a stick of dynamite while everyone else was dying from the explosion. But if I'm understanding you correctly, that's not the case. I may as well remove that upgrade if I rely on combos, because the damage is predetermined and my 270 extra damage is wasted on combos.


no, your original single target(or targets if you took the radius upgrade) takes the Throw 290 damage(+whatever Power damage bonuses) IN  ADDITION to the Combo Detonation damage. The other guys surrounding him take only the Combo damage & Detonation bonuses.

ie, the original target takes damage from the stick AND the explosion while everyone else just takes the explosion damage (unless they would have been hit by the stick's area effect upgrade)

p.s. the radius upgrade & extra damage/force rank 6 of throw is super valuable & best tot take

Modifié par MartialArtsSurfer, 26 mars 2012 - 09:13 .


#119
Shampoohorn

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lazuli wrote...

There have been times in multiplayer matches where it seems that detonating Stasis has afflicted other nearby enemies with Stasis as well. After researching power combos, this seems impossible. I'm just seeing things, right? What probably happened was another player using Stasis on another target at precisely the right moment.


Just like cryo explosions, stasis can 'splash' to adjacent vulnerable targets as a result of a detonated biotic combo.

#120
X-Frame

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So is there any reason to spec into Asari Justicar with the Asari Adept when you'll primarily be performing biotic explosions?

is there no difference in overall damage between 2 Asari Adept's with the same Warp & Throw trees, but where 1 has maxed out Asari Justicar?

#121
woah_geez

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X-Frame wrote...

So is there any reason to spec into Asari Justicar with the Asari Adept when you'll primarily be performing biotic explosions?


The only difference would be in the damage that warp and throw do because of the power damage bonus from justicar. Biotic explosions aren't power damage though and they would be the same damage.

X-Frame wrote...

So is there any reason to spec into Asari Justicar with the Asari Adept when you'll primarily be performing biotic explosions?

Yes, especially if you want to use the carnifex.

Modifié par woah_geez, 26 mars 2012 - 10:25 .


#122
NOO3TASTIC

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Kitty Fae wrote...

I've done Warp (Biotic Primer) -> Overload (Tech Primer) -> Throw (Creating Tech Burst) -> (Throw (Creating Biotic Explosion) with a friend before, however.. not sure if that helps.


Thank you. That info helped.

Modifié par NOO3TASTIC, 26 mars 2012 - 10:52 .


#123
pacientK

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This needs to be sticky. Badly.

#124
P4NCH0theD0G

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Does Shield Drain count as a direct damage or DPS? Having a hard time Tech-Burst-ing Overloaded enemies with it...

Also, could someone maybe post which powers are direct damage and which are not? The Power Stats Pages often lack that info or don't make it clear. And I would love for the OP to include that in the OP.

#125
dima_che

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Please stick this.