We Tigers wrote...
The armor weakening from Pierce is kind of hmmm for me generally, but the TS is one class where it does make sense since you're likely to be carrying an AR. Then again, depending on the weapon you use, it might be nearly mandatory on Gold. Because of the way armor weakening works (affecting the flat DR that armor gets, which I believe is 15 points on Bronze, 30 on silver, and 50 on gold), Pierce is a pretty low-return investment if
1) you don't play on Gold, or
2) you use a high-damage single-shot weapon, since its benefits scale for both difficulty and rapid-fire.
That said, on gold, it can be a huge bonus. I believe base warp does 25% armor weakening, with Pierce making it 50% (someone correct me if I'm off there). The Phaeston, Avenger, Vindicator, and Revenant thus see damage increases from around 100%-400% depending on which you use, since so many of them will otherwise be down to just 5 points per shot with the 50-point DR. An Avenger X goes from doing 5 per shot to 23 per shot; a basic Revenant goes from 8 damage to 33. I wouldn't recommend spending 6 points if you use something like the Falcon, where you only really see a roughly 10% total damage increase (base damage 279 - 50 armor = 229, vs. base damage 279 - 25 armor = 254), but it works extremely nicely with the full autos.
One question, though--does the Pierce effect dissipate if your warp gets detonated? Takes a little of the luster off if so, given that it probably makes more sense to encourage teammates to throw, reave, or charge your warps for max damage.
I believe that the pierce debuff remains after the detonation, the enemy remains glowing, but just won't set off further detonations. Even if I'm wrong, having Rank 6 Warp in the event that it does get detonated is a good thing. If it doesn't, then a Warp-Debuffed enemy and a Piercing Mod on the weapon means that armor basically isn't there.
I don't know if the effects are additive or multiplicative - if additive, then you're at a 115% (65% + 50%) armor debuff once you combine a rank 5 weapon mod and a warp debuff, meaning the enemy has NO armor reduction at all. The enemy additionally takes 15% more weapon damage from the expose debuff, bringing even the Avenger X up to what...55 damage per shot?
If multiplicative, then the 50 points of armor on gold is cut down to 8.75; I'll assume it rounds to 9. That's 41 points per shot with any gun that deals at least 55 damage (due to the minimum 5 damage) - in the case of the Avenger X, you're still doing 39 damage (45 w/ 15% expose debuff) per bullet. That's unrelated to the 55 damage from the above calculation, just funny how the math worked out there.
Having said that, I agree with you in the sense that Warp can feel a bit underwhelming in general in terms of raw damage, I just feel that if you're going to spec it at all, spec it to 6, and go for the debuff.
Regarding TA,
3 ranks in TA gets you almost all of the durability (when you need it), and just having TA means that you can escape from a banshee (you can actually explode your armor during the banshee kill animation). Losing the 20% power damage I personally don't see as a big deal - the point of the TS is to lock stuff down and strip shields with Overload, and debuff/prime stuff with Warp.
For Overload, 20% more base damage does not in any case to my knowledge make a 2-cast shield into a 1-cast shield, and for warp, 20% more damage doesn't help the debuff or the explosion, and the damage of an individual power on Gold is ridiculously small compared to the combo detonations.
And while I'm harping on Gold, I usually PuG silver, and anything that works on Gold, works on Silver. It'll work on Bronze too obviously, but won't feel as effective just because pants-on-head retarded techniques also work on Bronze which will get you boatmurdered on any other difficulty.
Modifié par King Lemming, 04 avril 2012 - 07:01 .