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Biotic detonation questions. Stacking effects, Singularity explosions, etc


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#1
Alatar1313

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1. Throw has the Detonate upgrade in rank 5 that increases force and damage of combo detonations by 50%. If I were to get that upgrade to Throw but use Singularity+Warp to create the detonation, does that bonus from the Throw tree still apply? Does this apply to all the powers that have a similar upgrade? Essentially, is it worth it to grab the detonation bonus from a power I don't really plan on using if I'm using detonations to kill things?

2. 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?

3. 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?

Modifié par Alatar1313, 06 mars 2012 - 12:18 .


#2
Alatar1313

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Anyone have any idea about whether this stuff works like I think it does?

#3
CrimsonShadows81

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Bump, I would very much like to know as well, especially number two.

#4
Rasputin17

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I would like to know as well I think it will say if its a straight power damage bonus or it will say dentonations.

#5
Graunt

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I was wondering about the Singularity dying upgrade as well. Honestly, if it only triggers when the Singularity fades on it's own it's 100% useless. You get MUCH more mileage out of double pull + double throw since their cooldowns are so ridiculously low and you almost never ever end up snagging 3+ enemies in Singularity anyway.

#6
SoCalAries

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Detonation bonuses on a skill only apply to the skill.

Singularity has to detonate upon... well... detonation. Or it's useless and the damage is wasted when u use combos. Doesn't sound like something they'd do.

Damage & force don't apply to other stats (warp debuffs), as they're neither damage nor force. Should apply to all damage and force, detonations and skills. But that last part will need confirmtion, as it only says skills and not detonations. But I'd guess that it does.

Hate to say this stuff is self-evident... but it is.

Modifié par SoCalAries, 08 mars 2012 - 10:31 .


#7
Graunt

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SoCalAries wrote...
Hate to say this stuff is self-evident... but it is.


No it isn't, which is why it was asked.  The wording on the Singularity evolution is entirely vague.  "Expire" could mean that it simply wears off on it's own, or it could also refer to anything that causes it to no longer be there.  It being comboed into an explosion causes it to expire.  If you've actually played with the ability, you would know that it explodes when it's duration runs out.

Modifié par Graunt, 08 mars 2012 - 04:43 .


#8
SoCalAries

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Graunt wrote...

SoCalAries wrote...
Hate to say this stuff is self-evident... but it is.


"Expire" could mean that it simply wears off on it's own, or it could also refer to anything that causes it to no longer be there.  It being comboed into an explosion causes it to expire.

You just proved my point.

#9
Graunt

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SoCalAries wrote...

Graunt wrote...

SoCalAries wrote...
Hate to say this stuff is self-evident... but it is.


"Expire" could mean that it simply wears off on it's own, or it could also refer to anything that causes it to no longer be there.  It being comboed into an explosion causes it to expire.

You just proved my point.


I didn't prove anything.  I said it could.  The question about power specific bonuses carrying over to other powers was a bit of a silly question, but the only way to know for sure about Singularity is to simply test it out with an easy to repeat group on Insanity.

#10
SmokedRWA

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It detonates when it runs the course of its duration, and at no other time. Pretty useless.

#11
implodinggoat

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SoCalAries wrote...

Hate to say this stuff is self-evident... but it is.


Its hardly self-evident, in fact its very vague.

Quoting the game...

"Detonate singularity when the field dies to inflict 405 damage across 5 meters."

Now if I blow up the singularity with warp, one could easily interpret that as an act which causes the field to die.

Likewise the game directly refers to using warp on a singularity as detonating the singularity, and yet here we have an evolution called "Detonate" and it has nothing whatsoever to do with biotic combos.  I think its worded terribly.

#12
implodinggoat

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SmokedRWA wrote...

It detonates when it runs the course of its duration, and at no other time. Pretty useless.


Indeed its quite useless, I rarely let a singularity expire without hitting it with a warp combo.

Expand seems more useful since it makes the singularity better at holding down choke points.  Although for a level 6 evolution its not particularly impressive either.

#13
Dangerfoot

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The wording on powers saying that you increase the damage of detonations by 50% is not obvious about it being exclusive to that skill. I suppose logically it could be an easy leap to make, but the wording does not make it obvious.

#14
Haellion

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 1) The combo detonation rank only applies to the skill in which you're upgrading. Also, according to the collector edition guide book, combo denotation upgrades only work if the upgraded skill is the source. i.e, if you got the 50% extra combo detonation power for warp, and then used a pull --> warp combo, the 50% extra damage won't apply, since warp was the detonator, not the source. On the other hand, warp --> throw should apply the extra 50%.

2) Singularity will detonate given that a biotic dentonation occured near the singularity. If I singularity --> warp an assault trooper then the biotic detonation will also detonate singularity for tons of damage. Given that you built your adept properly, you can pretty much insta-gib any base soldier (ie, geth trooper, cannibal, assault trooper) on any difficulty (In gold you'll have to wait for warp to burn the enemy to death.) Another good point to note with singularity is its 5 meter blast radius. It's effing big, so given that you can find a base soldier to insta-gib you're dealing tons of damage to units nearby. It's a pain in the ass trying to get a biotic detonation off so that singularity will do damage, only to have some lousy infiltrator derp shoot anything I capture with singularity :( Also to note, if you're high enough leveled, you can clear waves of husks really easily, since the singularity denotating itself is usually enough to kill a husk. That coupled with the 5 meter blast radius and it's gg for husks.

3) I'm not too sure for this one, but I'd lean towards damage calculation being done in 2 steps - first there's the base damage done from each skill, and then that total is multiplied by the biotic detonation bonus which is added to total damage dealt in the end. Assuming this, the force bonus will apply to the base skill damage and force, and then the biotic detonation multiplier bonus is derived from this "new" base damage. So no, force and damage bonuses probably don't apply to biotic detonations directly.

Adepts in multiplayer OP.

#15
Biotic Flash Kick

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Alatar1313 wrote...

1. Throw has the Detonate upgrade in rank 5 that increases force and damage of combo detonations by 50%. If I were to get that upgrade to Throw but use Singularity+Warp to create the detonation, does that bonus from the Throw tree still apply? Does this apply to all the powers that have a similar upgrade? Essentially, is it worth it to grab the detonation bonus from a power I don't really plan on using if I'm using detonations to kill things?

2. 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?

3. 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?


1. No, you have to detonate the power with throw. Any power that causes a detonation has to be the last power used. Warp then Throw. Throw's detonation counts regardless if you upgraded warp's detonation.

2. The singularity has to expire naturally aka over time without a biotic combo. If you use a biotic combo that last power's detonation will be the damage.

For a singulairty only crowd control that will self terminate go radius, lift damage and detonate. It will occupy non shielded and non armor enemies. lift them for 20 damage a secodn then go boom for severe dmaage while you focus your attention else where. I only found this handy when I needed to focus down banshees, brutes and ravangers but wanted to set, occupy and forget a handful of rushing husks.

3. i don't think so. I respeced my shep and my throw and cluster grenades were hitting harder and staggering longer. As for the detonations they seemed the same and I don't use expose for warp. :/

Modifié par Biotic Flash Kick, 21 mars 2012 - 11:29 .


#16
Dark83

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Detonations benefit from nothing other than the specific power upgrades. Check the stickied dev posts.

#17
All-a-Mort

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So is it worth going for the detonation upgrade options for combos with throw etc, or choosing recharge to use them more often? Does the extra detonation damage actually make a noticeable difference?

#18
Kitty Fae

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Dark83 wrote...

Detonations benefit from nothing other than the specific power upgrades. Check the stickied dev posts.


Thats right, single player armor does not affect the power of detontations, nor do specific power bonuses, eg the tech armor bonus to damage, or the multiplayer power damage armor equipment. Only skill specific (for the moment) +power combo damage will work. On the other hand, it's a %damage.. so it scales with challange rating..

That being said, it's also true that the primer power, eg, warp, and the trigger power, eg throw, if both upgraded, will add 100% to combo damage. So yeah. Hint hint.

Also.. there's a post somewhere which explains all of this.
http://social.biowar...3/index/9629730
Here you go.

#19
Biotic Flash Kick

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All-a-Mort wrote...

So is it worth going for the detonation upgrade options for combos with throw etc, or choosing recharge to use them more often? Does the extra detonation damage actually make a noticeable difference?


it's better to max out the biotic combo mastery so that when you combo your powers cool down faster and if you warp then throw pick the throw detonate and instant recharge that throw recharges instanty if it detonates a combo.
For Throw get detonate, combo, and double throw just in case a warped target dodges

#20
Fortack

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Overall, Singularity is pretty useless. Pull is better in (nearly) all circumstances: Faster cooldown and the dual evolution is unrivaled (by anything Sing can bring to the table).

Adepts should max passive (to get the 40% cooldown bonus after a succesful detonation); Pull, Throw and Warp. The rest is more or less redundant, unfortunately. It's best to execute a Pull-Throw combo first (look for goons without shields - they are many in all fights) to trigger the cooldown bonus. After that use Pull-Throw on everything with a red bar, and Warp-Throw against everything else. Oh, and don't use weapons. Cooldowns are faster than the casting animation so you can spam them 24/7 and those explosions are way more powerful than all the guns out there.

Like some already said, the power (and damage) of biotic explosions is only affected by rank and possible detonation bonuses (they do stack), everything else is irrelevant. Thus always go for the detonation evo and max these 3 powers asap. You will be unstoppable.

#21
x-president

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Fortack wrote...

Overall, Singularity is pretty useless. Pull is better in (nearly) all circumstances: Faster cooldown and the dual evolution is unrivaled (by anything Sing can bring to the table).

Adepts should max passive (to get the 40% cooldown bonus after a succesful detonation); Pull, Throw and Warp. The rest is more or less redundant, unfortunately. It's best to execute a Pull-Throw combo first (look for goons without shields - they are many in all fights) to trigger the cooldown bonus. After that use Pull-Throw on everything with a red bar, and Warp-Throw against everything else. Oh, and don't use weapons. Cooldowns are faster than the casting animation so you can spam them 24/7 and those explosions are way more powerful than all the guns out there.

Like some already said, the power (and damage) of biotic explosions is only affected by rank and possible detonation bonuses (they do stack), everything else is irrelevant. Thus always go for the detonation evo and max these 3 powers asap. You will be unstoppable.


Agreed.  Pull recharges so fast you can float groups of enemies all over the map.  It's like skeet shooting.  Plus you can flaot them off cliffs or ledges in many maps.

Modifié par x-president, 21 mars 2012 - 06:16 .


#22
Dark83

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There's nothing more amusing in the game than lifting a hapless victim in the air and then launching them into orbit with Throw's detonation.

#23
Sakaja

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Alatar1313 wrote...

1. Throw has the Detonate upgrade in rank 5 that increases force and damage of combo detonations by 50%. If I were to get that upgrade to Throw but use Singularity+Warp to create the detonation, does that bonus from the Throw tree still apply? Does this apply to all the powers that have a similar upgrade? Essentially, is it worth it to grab the detonation bonus from a power I don't really plan on using if I'm using detonations to kill things?

2. 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?

3. 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?


Answer to #1:  If you use singularity+warp for detonation, no, throw detonation bonus does not apply, since you didn't use it.  However, note that detonation bonuses STACK.  If you evolve both warp to +50% detonation and throw to +50% detonation, setting up a warp+throw detonation gives you 100% bonus.  This is stated by a Bioware post, and I've confirmed through my experimentation:  social.bioware.com/forum/1/topic/343/index/9629730/1#9646316.  Further down, bioware explains that the Official Prima Game Guide is INCORRECT, when it says only the setup power detonation bonus counts, and not the detonating power detonating bonus.

Answer to #2:  Singularity Detonate evolution DOES does NOT trigger if you use a biotic combo to detonate it.  I've tested it on the opening level.  With detonate, enemies caught in the biotic combo (singularity->throw) explosion would have 25% health left.  Without detonate, they would have 50% health left.

Edit (on 3/22/2012 7:54pm PDT):  After further testing, I found that Singularity Detonate evolution does NOT trigger on biotic combo's.  My original test was the result of Rank 6 vs. Rank 5 Singularity.  My new test was Rank 6 Expand vs. Rank 6 Detonate.  There was no increase in damage going with Detonate.

Answer to #3:  Power bonuses do NOT affect detonations - only the ranks of the two powers matter, as explained in the same post for answer #1.  As for expose applying to detonation damage, I have no idea, but does it matter?  You will be targeting anything exposed directly, and most enemies are killed outright.  For Altases, Banshees, Brutes, etc. where you repeatedly do combos, expose will apply to your powers, and if they take a little extra damage from the explostion, that's just gravy.  Whether extra explosion damage happens doesn't factor into the decision for me on whether or not to get expose (I do - lasting damage is designed to let warp just sit on an enemy, and that's not my playstyle, as I'm always detonating it with combos).

Modifié par Sakaja, 23 mars 2012 - 02:58 .


#24
Biotic Flash Kick

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If you want a stupid fun time with Biotic detonates I will give you guys what I do for fun :D
Grab a teammate that has an ammo power. I usually get James.
Get yourself a Scorpion heavy pistol.
Make your bonus power slam and upgrade it that the duration/height it at it's max.
Put some point in pull and get duration too >:D

Make sure the scorp has an ammo power.
Pull a target. Shoot it once before or after casting slam.
Hilarity ensues :D

#25
shadowkinz

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Haellion wrote...

 1) The combo detonation rank only applies to the skill in which you're upgrading. Also, according to the collector edition guide book, combo denotation upgrades only work if the upgraded skill is the source. i.e, if you got the 50% extra combo detonation power for warp, and then used a pull --> warp combo, the 50% extra damage won't apply, since warp was the detonator, not the source. On the other hand, warp --> throw should apply the extra 50%.


but what about the fact that shockwave has a 50% detonation evolution, but you can't use it to prime for detonations..

Or maybe the lift thing in the last evolution can prime detonations?

I was curious b/c i really want to take the evolution to extend the cascade of my shockwave so it actually REACHES warp-primed opponents :X