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A look at Batarian Heavy Melee Damage Reduction.


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#101
sirjimmus86

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Time to respec.

#102
Ahms

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This build is quite solid, but melee's viability seems limited. I find myself using BB and shooting stuff a lot. It seems that specifying the class for melee means melee becomes a backup. But that aspect seems to be shared across all melee builds and classes.

Modifié par Ahms, 19 avril 2012 - 08:06 .


#103
Zenning

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Ahms wrote...

This build is quite solid, but melee's viability seems limited. I find myself using BB and shooting stuff a lot. It seems that specifying the class for melee means melee becomes a backup. But that aspect seems to be shared across all melee builds and classes.


It does become backup, it's true.  But it's a backup that works like "This guy needs to die RIGHT GODDAMN NOW!", so you do end up using it alot.  This build tears Brutes, Phantom's, Hunters, Pyro's, and even Turrets (That's right, with the DR, you can punch a turret while it's shooting, and not lose all your shields.  It's Maddness!  Err..  Don't run at it when it's shooting at you though.. Bad idea)

Me and Stardusk easily get about 30 to 40 of our kills through Melee in our battles, so while it may not be our primary source of damage, it is still stupidly useful.

Also yes.  I was punching that Prime in the junk.

#104
Bhatair

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So the bubble + all that DR does = amazing eh? Awesome.

#105
Zenning

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Bhatair wrote...

So the bubble + all that DR does = amazing eh? Awesome.


Sure does.  You know, I was wondering, maybe the reason Krogan's don't seem to get 100% dr when raging in a bubble, is because they get more than 100% DR, which may actually wrap back to something like 90 or 80 DR for 110 and 120 DR respecitivly.

Can anybody confirm?  I can't for awhile.

#106
kyles3

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Ahms wrote...

This build is quite solid, but melee's viability seems limited. I find myself using BB and shooting stuff a lot. It seems that specifying the class for melee means melee becomes a backup. But that aspect seems to be shared across all melee builds and classes.


Melee Synergy, man. Melee Synergy. Backup that helps you kill things faster with your gun is really good backup. Maybe the weapon damage bonus isn't as big of a deal when your weapon of choice is at rank X, but my lowly Graal III is a much better weapon when I'm mixing in lots of heavy melee. 

#107
Zenning

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So, any body check if getting over 100 dr wraps around and makes you take damage?

#108
Zenning

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No Snakes Alive wrote...

I just had an epiphany. Potentially.

Gold Standard Melee Sentinel Build: Take 5?

6 Blade Armor: Melee, Melee Returned, Damage Resistance
6 Dat Net: Incap?, Cooldown, Electric Field
6 Shockwave: Radius, Distance, Cooldown
0 Batarian Enforcer! (Hear me out)
6 Fitness: Melee, Melee, Melee

If you take a Hornet with a good ammo power, you really don't need to improve your weapon (as long as you hit your target, which admittedly can be a challenge without a Turian but def can work on another race as long as you don't ever zoom in with it). Plus you'll be at 200% and can take the cooldown reduction perks to make sure your powers stay relatively spammable even with Blade Armor on and maxed for DR. Spam them disruptive powers, melee at every opportunity, hornet for clean-up.

As soon as I get a reset card I'll try this out and return with some feedback lol. I'm so determined to make a Melee Sentinel work like a Melee Soldier does lol.


You get any luck with that build?

#109
Zenning

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So, I found some interesting info from this topic

http://social.biowar.../index/11481777

It turns out you need 133% DR to take no damage from an attack..  This actually suggests that with my 25% damage reduction from my armor, and the 40% from the Biotic shield, that I actually get around 75% damage reduction from Heavy melee..  I actually retested the damage from a rocket to the face, and it seems like that time I had shields remaining with blade armor and no heavy melee was a fluke, and it normally takes off all your armor.

Pretty crazy stuff.

#110
peddroelm

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No matter how hard I tried I couldn't find in the config - damage reduced associated with the batarian heavy melee ... 

But not all values are available for modding trough the config files ->  some are probably hardcoded ...

#111
Zenning

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peddroelmz wrote...

No matter how hard I tried I couldn't find in the config - damage reduced associated with the batarian heavy melee ... 

But not all values are available for modding trough the config files ->  some are probably hardcoded ...


I don't see why the Batarian Heavy melee would be hard coded.  We know for a fact that it exists (This topic is proof of that), but why would it work differently than other DR's?

#112
veramis

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The best damage sponge, at least without biotic charge anyway, is asari justicar in defensive bubble, reaving non-synthetic for DR, and in cover, for 120% damage reduction, and top it off with cyclonic shield modulator 3 for 100% shield boost. It's funny really when phantoms try to shoot you.

#113
Severyx

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Yay for grokking subtle mechanics! Very interesting find, Zenning. Nice work. I may have to try this out.

#114
Indenter

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so... the new 50% DR on tech armor is actually 37.5% DR?
And by 75 and 80 DR you get 56.25% and 60% respectively.

Which means that 1000 shields is not 4k or 5k, its actually 2285 and 2500 :(

Thats really ... not a lot.

It means for HSs their DR is 30%. And thats like 1170 shields with max fitness.

I'll go cry in my pillow...

#115
ChaosRevanLord

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My Sentinel Build
0/6/6/6/6
Blade Armor: Unneeded for Build
Submission Net Damage/Damage & Slow/ Electric Field
It does 1455 damage without Elec field so think about it
Shockwave: Force & Damage/Reach/Recharge
I don't like lifting and when it detonates sub net it also applies any pending sub net damage all at once which = insta kill up to Rocket Troopers/Hunters/Centurions/Marauders/Captains
Batarian Enforcer: Damage and Capacity Power Damage Sniper & Shotguns
Sub net damage bonuses and Kishock Weight
Fitness: all health and shields
Weapon: Kishock X with EB and STP V
170 Cooldown 1425 health and shields 146526 kishock damage 562.5 shockwave damage 1312.5 shockwave force 2.39 shockwave recharge 24m shockwave range 2.03 sub net recharge 7.8s sub net grapple 4 sec post grapple incapacitate 1455 sub net damage 198.75 dps from electric field over 6m radius 30 percent slow on armored targets
Sub net can outright kill many enemies and with a shockwave tech detonation massively damages armored targets 3-4 combos to kill a prime on silver Gold tested build but haven't tested how many bursts to kill bosses on Gold yet but its not that many
You can kill anything very quickly

#116
Asebstos

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Really helps me against Collectors when I'm trying to punch the head off of a Possessed Abomination and some unaware (or trolling) teammate kills it before my fist can connect. Nothing like surviving a nuclear blast.

Modifié par Asebstos, 28 octobre 2012 - 01:32 .


#117
ThatGuyThatPlaysThisGame

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I knew there was a reason I was liking him more than my Krogan for melee slaughter ....

#118
Ledgend1221

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So what's the fine for necrophilia?

#119
Imp of the Perverse

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The way damage reduction works, it kind of has the opposite of diminishing returns (at least until you hit the cap) - the higher your DR is, the more survivability you get from each additional percent of DR.

You can sort of look at it as DR increasing the size of your health bar. With 50% DR, you take half damage, so it's like having twice the health. With 75% DR you're taking 1/4 the damage, so it's like having four times the health. The equation (ignoring ME's weird DR math) is:

effective health = health / (1 - DR)

where DR is a decimal (50% = 0.5, etc.) As DR approaches 1, it goes up exponentially, to the point where you have infinite health at 100% DR. Going from 0% to 1% takes you from x1 to x1.01, but going from 98% to 99% takes you from x50 to x100.