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#76
Grimy Bunyip

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Diablerist666 wrote...

Can you tell what evolutions in Passives etc. do I have to take to oneshot a Gold Brute with a Javelin X, EB V, AP V?
Assume
AP Ammo III and Rail Amp III and Prox Mine at least at Rank 5 Damage
Taken. I would like to know for both SI and GI. Thanks in
advance.


Diablerist666 wrote...

I seem to HS a Brute once in 50 attempts...


Heads up, i found there was a bug on how my calculator was calculating warp ammo and geth weapon damage bonuses.
The bug is essentially unnoticeable on characters without high weapon damage bonuses such as infiltrators.
Anyways it's fixed now.

Aside from the kishok, I don't think this is possible.
I've even tried filming myself, and I've definitely shot it in the face a few times.
Instead I think the blue area under its stomach receives bonus damage, not sure about this one though.
But with a piercing weapon, sometimes their skull aligns with their stomach, perhaps giving the illusion of headshot damage or something.

I'll have to take a closer look to see what you need for a javelin 1 to 1 shot a brute.
My calculator doesn't take proximity mine into consideration though, and I know for a fact that you need to hit the brute with a mine first

the GI should be able to do up to 11.3k damage in a proxy mine -> javelin combo
SI should be able to do about 10.5k at most.
this is with warp ammo 3, rail amp 3, power amp 3

the GI can afford to drop up to 57% weapon damage bonus and power amp 3
the SI can afford to drop up to 27% weapon damage and power amp 3.

I don't want to do a full analysis on this, since it would take forever.
But you get the idea :P

Immortal Strife wrote...

6/5/3/6/6 geth infiltrator with a javelin x-eb/ammo

TC- damage/melee/snipe damage
PM- radius/damage taken
HM- 1 point
Pass1-weapon damage/power damage/weapon damage
Pass2-shield/shield recharge/shield

I just want to be able to one shot brutes without sacrificing health using a TC-pm-jav shot.

Op URAWSOME!

heh, read above. :P
Your PM does low damage, so you'll need to compensate with power amp for sure.
and you'll definitely want warp ammo 3 AND rail amp 3 to do that.
you should be able to sacrifice the 40% damage or so from hunter mode, but at best you'll have zero margin for error, you'll need to use the 3 sets of consumables every time.
Warp ammo 3, rail amp 3, AND power amp 3 at the same time.

sorry if this answer isn't precise, i don't know how the mechanics behind striping brute plates work, or if there are ways to score bonus damage on brutes somehow.
It isn't really well researched.
But I can say with strong confidence that you'll want all 3 sets of consumables for what you're doing.

Modifié par Grimy Bunyip, 25 mai 2012 - 12:20 .


#77
Grimy Bunyip

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Skittls wrote...

Geth Infiltrator 4/6/6/6/4
Tactical Cloak   ---   Damage
Hunter Mode   ---   Weapon Accuracy/Power Damage/Speed & Vision
Proximity Mine   ---   Radius/Damage Taken/Damage
Networked AI   ---   Weapon Damage/Power Damage/Weapon Damage
Advanced Hardware   ---   Durability

I usually use Claymore X w/High Caliber Barrel V and either Shredder Mod V (for Cerberus) or Smart Choke V (for Geth and Reapers). Lately, however, I have been trying out my Hurricane I w/Heat Sink V and High Caliber Barrel V. What, if anything, should I tweak?


if you're using the claymore, the extra weaopn damage on network AI is unnecessary IMO.
That's a different story on the hurricane obviously.

I personally also roll with smart choke - shredder on the claymore.
It doesn't stop me from 1 shotting things. Claymore X just deals that much damage.

I find it odd that you use smart choke for geth and reapers.
Cerberus is the skinniest enemy type, if any enemy needs a smart choke, it's them.

I've gotten asked about the claymore GI like 3 times previously on this thread, the response i gave on page 1 or 2 was the most detailed one.
ctrl-f 0.122 or something :P

#78
Grimy Bunyip

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RBX250 wrote...

Also, as an FYI the labels for Quarian Engineer and Salarian Engineer are reversed.


ah thanks, I'll fix that

RBX250 wrote...

A couple of quick questions about your
calculator Grimy (great work, btw). I was testing out how your
calculator worked with a Salarian Infiltrator (6/6/5/6/3) with full
damage perks. I equipped the model with a Valiant 1 w/ EB 5 and SR
Piercing 5. I was then subsequently toggling the rank 6 of Salarian
Operative and noticed that there was no difference in the # of shots
required to kill an Atlas, but there were differences in the number of
body shots to kill others (e.g. turrets and nemesis). This has to be an
error (similar things happened for Banshees and Primes). Also, I wasn't
able to edit the PM tree to reflect the perks taken. Is this because PM
doesn't directly contribute to weapon damage and thus your model ignores
it?


first the PM question, no it's not in there yet because that would take a tremendous amount of time to implement, especially if I wanted to do it in detail.

Now onto the valiant question
with your current Valiant settings, you are straddling a threshold of 1k damage.
above 1k damage, you'll essentially require 1 less shot to kill things like cannibals, nemesis, turrets, etc.
that's why that's changing when tiny changes like weapon damage come into play.


# of shots required to kill an atlas seems to be varying from 42-46 on my copy of the calculator. if you remove BOTH weapon damage perks or if you remove salarian operative altogether.
the reason is because weapon damage on salarian operative gets diminishing returns with cloak.
Since cloak already gives such a massive weapon damage bonus, it's hard to notice the tiny bonus from salarian op.
To the point that in this specific case, the bonus is so tiny it literally does not affect the # of shots it takes to down an atlas.
the 10% weapon damage bonus is only worth like 4% overall weapon damage bonus, for example.

keep in mind though, my calculator does not account for the doubleshot bug on the atlas, which lets you hit the atlas twice with piercing mod.
So you won't actually need 42 rounds to kill an atlas in game, realistically speaking.

Modifié par Grimy Bunyip, 25 mai 2012 - 12:32 .


#79
Grimy Bunyip

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Caak7i wrote...

Alright, here is mine.

Quarian Infiltrator:

Weapons:
Claymore X (Smart Choke and High Caliber Barrel)
Geth Plasma SMG X (ULM & High Caliber Barrel)

Powers:
Tactical Cloak: 6 (Damage / Recharge Speed / Bonus Power)
Sticky Grenades: 6 (Damage / Max Grenades / Proximity Trap)
Sabotage: 6 (Backfire / Explosive Hack / Tech Vulnerability)
Quarian Defender: 5 (Damage & Capacity / Power Damage)
Fitness: 3

Equipment: Shotgun Rail, AP Ammo, and Cyclonic Modulator.

never ever ever ever get bonus power on the quarian infiltrator.
sabotage, at 200% cooldown still takes like 5 seconds to cooldown, which is longer than if you just rely on cloak to reduce sabotage's cooldown to 3 seconds.

not much to say about the claymore X and that hasn't been said already.
IMO claymore does plenty of damage, and I always go for smart choke -> shredder.
there might be a few instances where you might need a headshot to kill something uncloaked, but it's really not a big deal.

I don't agree with the GPSMG.
It's so weak, you're really better off just high tailing it to an ammo crate than lowering yourself to rely on its pathetic DPS :P

at least get a tempest, weight really isn't as big of an issue on infiltrators.

man this advice totally isn't relevant to gun calibrations though.
When are you guys going to come to me with something fun like a paladin or crusader build.
instead i'm getting phaestons and claymores.
what am I supposed to do with that? it's the same advice every time :P
Rapid Fire Weapon? -> Get weapon damage
Claymore -> Screw weapon damage :D

#80
Grimy Bunyip

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Blkpanthr67 wrote...

QI (sniper) 6,0,6,6,6

Cloak: Damage, Recharge, Sniper damage
Nades: 0
Sabo: Backfire, recharge, berzerk
QD: weight, headshots, damage
fitness: Durability, recharge, fitness expert

always cloak, throw sabo 1st, then use all 3 shot before recloaking. 

Gun: Valiant I. AP, EB

never use equipment.

Your current setup is just enough to let you 2 body shot cannibals without sabotage.
Toss headshot, anything you headshot is losing all its shields or health anyways, except geth primes.

Recharge won't do anything unless you're scared of accidentally casting sabotage without casting cloak first.
Berserk is kinda outdated, it's not as good as it used to be. Tech vulnerability on the other hand is amazingly good.

I would recommend considering nades
Sabo-Nade tech burst is a lethal combination, and the tech burst damage increases with nade rank.

#81
Cosmo G. Spacely

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 Asari Justicar 

Weapon:Saber I (really wanting the X version) (piercing mod V and Barrel V) (sometimes use the mattock X) (ammo, barrel)

Powers: 
6 in sphere,  radius bonus , 15% damage inside bubble , and warp.
6 in reave, increase radius, increase recharge speed, and duration, damage bonus reduction etc
4 in pull, increase radius
6 in justicar,  Duration And Capacity, headshot (power is bugged), and AR weight reduction
4 in fitness, Durability

Equipment: AR Ramp III, Incendiary Ammo III, Power Amplifier Module III

Modifié par Cosmo G. Spacely, 25 mai 2012 - 01:06 .


#82
Grimy Bunyip

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Cosmo G. Spacely wrote...

 Asari Justicar 

Weapon:Saber I (really wanting the X version) (piercing mod V and Barrel V)

Powers: 
6 in sphere,  radius bonus , 15% damage inside bubble , and warp.
6 in reave, increase radius, increase recharge speed, and duration, damage bonus reduction etc
4 in pull, increase radius
6 in justicar,  Duration And Capacity, headshot (power is bugged), and AR weight reduction
4 in fitness, Durability

Equipment: AR Ramp III, Incendiary Ammo III, Power Amplifier Module III


is power really bugged? because headshot is still pretty useless.
if you grab some weapon damage on justicar, AND use those equipments you listed, you'll be able to 2 body shot cerberus troopers.
but i'm not sure it's worth it just for cerberus troopers
you can drop extended barrel when you aren't fighting geth, it won't affect the number of shots it takes you to kill something.

except for bosses, phantoms, geth troopers.
And it only changes phantoms from 6 body shots to 7, so not a huge deal.
That's something worth considering.

#83
Blkpanthr67

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Grimy Bunyip wrote...

Blkpanthr67 wrote...

QI (sniper) 6,0,6,6,6

Cloak: Damage, Recharge, Sniper damage
Nades: 0
Sabo: Backfire, recharge, berzerk
QD: weight, headshots, damage
fitness: Durability, recharge, fitness expert

always cloak, throw sabo 1st, then use all 3 shot before recloaking. 

Gun: Valiant I. AP, EB

never use equipment.

Your current setup is just enough to let you 2 body shot cannibals without sabotage.
Toss headshot, anything you headshot is losing all its shields or health anyways, except geth primes.

Recharge won't do anything unless you're scared of accidentally casting sabotage without casting cloak first.
Berserk is kinda outdated, it's not as good as it used to be. Tech vulnerability on the other hand is amazingly good.

I would recommend considering nades
Sabo-Nade tech burst is a lethal combination, and the tech burst damage increases with nade rank.


if i toss headshot, ill have to toss weapons 10% bonus as well. id obviously use that to pick up lvl 4 nades.

which recharge r u refering to? 

Modifié par Blkpanthr67, 25 mai 2012 - 01:22 .


#84
Grimy Bunyip

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Blkpanthr67 wrote...

if i toss headshot, ill have to toss weapons 10% bonus as well. id obviously use that to pick up lvl 4 nades.

which recharge r u refering to? 


if you toss weapons 10%, you might want to pick up 7.5% weapons
you'll need the tiny bit of weapon damage to 2 shot cannibals.

and I'm referring to recharge on sabotage.
recharge on tactical cloak is also pretty useless too, but so is melee damage :P

Modifié par Grimy Bunyip, 25 mai 2012 - 02:06 .


#85
Immortal Strife

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I spent 600,000 credits to get reset cards and sniper rail 3s to test myself and you are right op. The Geth Infiltrator can one shot brutes with Sniper rail III, warp ammo III, power amp III. I found I have to at the minimum use a 6/5/6/6/3 build, for me the constraints are too much. It's easier just to use my standard 6/5/3/6/6 and fire a second cloaked proximity mine. Although it was interesting to see banshees go down in 3 shots.

#86
Blkpanthr67

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Grimy Bunyip wrote...

Blkpanthr67 wrote...

if i toss headshot, ill have to toss weapons 10% bonus as well. id obviously use that to pick up lvl 4 nades.

which recharge r u refering to? 


if you toss weapons 10%, you might want to pick up 7.5% weapons
you'll need the tiny bit of weapon damage to 2 shot cannibals.

and I'm referring to recharge on sabotage.
recharge on tactical cloak is also pretty useless too, but so is melee damage :P


mostly, i actually one shot cannibals.  their heads are so freakin big, its hard to miss.  i can take down a whole pack with one reload and the AP mod if they are packed close together.

but if i lose headshot, that probobly wont happen anymore.

i am gonna promote my QI ths weekend and try with level 4 nades.  hopefully it wont be too fussy to techburst with cloak, sabo, and nades...one moer button than im used to...

lol

Modifié par Blkpanthr67, 25 mai 2012 - 04:08 .


#87
Dorje Sylas

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Very cool, I may have to fiddle with this after the promotions this weekend. However I cannot help but retort to the whole thread with...

Maxim 37: There is no 'overkill.' There is only 'open fire' and 'I need to reload.' -The Seventy Maxims of Maximally Effective Mercenaries

Modifié par Dorje Sylas, 25 mai 2012 - 02:52 .


#88
Skittls

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Grimy Bunyip wrote...

Skittls wrote...

Geth Infiltrator 4/6/6/6/4
Tactical Cloak   ---   Damage
Hunter Mode   ---   Weapon Accuracy/Power Damage/Speed & Vision
Proximity Mine   ---   Radius/Damage Taken/Damage
Networked AI   ---   Weapon Damage/Power Damage/Weapon Damage
Advanced Hardware   ---   Durability

I usually use Claymore X w/High Caliber Barrel V and either Shredder Mod V (for Cerberus) or Smart Choke V (for Geth and Reapers). Lately, however, I have been trying out my Hurricane I w/Heat Sink V and High Caliber Barrel V. What, if anything, should I tweak?


if you're using the claymore, the extra weaopn damage on network AI is unnecessary IMO.
That's a different story on the hurricane obviously.

I personally also roll with smart choke - shredder on the claymore.
It doesn't stop me from 1 shotting things. Claymore X just deals that much damage.

I find it odd that you use smart choke for geth and reapers.
Cerberus is the skinniest enemy type, if any enemy needs a smart choke, it's them.

I've gotten asked about the claymore GI like 3 times previously on this thread, the response i gave on page 1 or 2 was the most detailed one.
ctrl-f 0.122 or something :P


Smart choke for geth is mostly for being able to land most of my shot on a prime's head without being point-blank and ditto with reapers and ravagers. I like smart choke, but with cerberus, shredder gives me a guardian killer and allows me to double-hit atlases.

Anyways, in your opinion, if I were to nix the weapon damage bonuses on Networked AI, what would you recommend I put the extra points in?

#89
Whlte Rlder

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I'd like to see you try and upgrade this build... Impossibru!

Geth Infiltrator - weapons:
GPS X (Ammo + Barrel)
Talon X (AP + Barrel)
Tactical Cloak 5 (Damage-Recharge*)
Proximity Mine 6 (Radius-Damage Taken-Damage)
Hunter Mode 6 (Accuracy-ROF-Speed)
Networked AI 6 (Damage-Headshots-Damage)
Advanced Hardware 3

*for hacks/revives.

#90
Grimy Bunyip

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Skittls wrote...

Grimy Bunyip wrote...

Skittls wrote...

Geth Infiltrator 4/6/6/6/4
Tactical Cloak   ---   Damage
Hunter Mode   ---   Weapon Accuracy/Power Damage/Speed & Vision
Proximity Mine   ---   Radius/Damage Taken/Damage
Networked AI   ---   Weapon Damage/Power Damage/Weapon Damage
Advanced Hardware   ---   Durability

I usually use Claymore X w/High Caliber Barrel V and either Shredder Mod V (for Cerberus) or Smart Choke V (for Geth and Reapers). Lately, however, I have been trying out my Hurricane I w/Heat Sink V and High Caliber Barrel V. What, if anything, should I tweak?


if you're using the claymore, the extra weaopn damage on network AI is unnecessary IMO.
That's a different story on the hurricane obviously.

I personally also roll with smart choke - shredder on the claymore.
It doesn't stop me from 1 shotting things. Claymore X just deals that much damage.

I find it odd that you use smart choke for geth and reapers.
Cerberus is the skinniest enemy type, if any enemy needs a smart choke, it's them.

I've gotten asked about the claymore GI like 3 times previously on this thread, the response i gave on page 1 or 2 was the most detailed one.
ctrl-f 0.122 or something :P


Smart choke for geth is mostly for being able to land most of my shot on a prime's head without being point-blank and ditto with reapers and ravagers. I like smart choke, but with cerberus, shredder gives me a guardian killer and allows me to double-hit atlases.

Anyways, in your opinion, if I were to nix the weapon damage bonuses on Networked AI, what would you recommend I put the extra points in?


@ the first comment
this is why i normally go with choke-shredder.
Barrel really is not very useful on infiltrators.

as for the latter, i'd go for fitness or power damage.

#91
Grimy Bunyip

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Whlte Rlder wrote...

I'd like to see you try and upgrade this build... Impossibru!

Geth Infiltrator - weapons:
GPS X (Ammo + Barrel)
Talon X (AP + Barrel)
Tactical Cloak 5 (Damage-Recharge*)
Proximity Mine 6 (Radius-Damage Taken-Damage)
Hunter Mode 6 (Accuracy-ROF-Speed)
Networked AI 6 (Damage-Headshots-Damage)
Advanced Hardware 3

*for hacks/revives.

GPS has min refire, meaning RoF boost doesn't actually do anything I believe.
I'd have to test, but I'm pretty sure this is true.
likewise accuracy isn't very useful on GPS, because of homing.
GPS can't headshot, so headshot damage is useless.

edit: tested, rof is boosted by the RoF on hunter mode, either min refire isn't actually in multiplayer or RoF also affects min refire times.

Modifié par Grimy Bunyip, 25 mai 2012 - 06:17 .


#92
drakeSVK

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Grimy Bunyip wrote...
ah a kishok build, nice.
you avoided weapon damage on your evolutions, which was correct.
you really don't need it on a hard hitter like the kishok.

you put excessive points into energy drain damage though.
You're doing more damage than is necessary to deplete shields.
In fact, you don't even need to worry about fully draining shields with a kishok since your gun deals so much damage and pierces shield gate anyways.
You may consider something like radius/drain/shield boost even
but of course this makes you less flexible with other sniper rifles without shield gate piercing.

definitely drop sniper weight for some fitness though.
You might consider dropping the entire salarian operative line.
Both weapon and power damage are trivial in combination with the kishok.


Cheers for that! I just want Sniper Weight & full damage ED because I sometimes use the Javelin with this build, and it also allows me to one-shot most shielded enemies (with bodyshots) with the Kishock (with Rail Amp 3 and Ammo 3).

Modifié par drakeSVK, 25 mai 2012 - 03:29 .


#93
vivanto

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Grimy Bunyip wrote...
Claymore -> Screw weapon damage :D

Now that's reassuring! :wizard: 

Not gonna bore you with repeated questions, only bragging. Created my first claymore quarian a week or so ago. Decided to almost-dump the whole racial passive without any calibrations, simply just listening to my gut. I'm guessing 5/6/6/3/6 is considered to be very unusual.

#94
Pensrule1985

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MissMinaethiel wrote...


I'm not a big fan of proxy mines. Plus all of the Gi powers are so wonderful that it's hard to pick and choose which to leave behind. So I ditched the power I never use and used the points for stuff that works for me. I skipped them on my SI too.


Very much agreed - im not a fan of the proxy mine, i get too caught up in battle to ever really use it. It might be effective if used properly, but that is not my playing style.

#95
JGDD

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Pensrule1985 wrote...

MissMinaethiel wrote...


I'm not a big fan of proxy mines. Plus all of the Gi powers are so wonderful that it's hard to pick and choose which to leave behind. So I ditched the power I never use and used the points for stuff that works for me. I skipped them on my SI too.


Very much agreed - im not a fan of the proxy mine, i get too caught up in battle to ever really use it. It might be effective if used properly, but that is not my playing style.


Proxy + weapon fire are one of those things that can break a Banshee's love hug an a teammate. You need a lot of fire from low power weapon(s), but a Claymore or other heavy hitter can usually pull it off. Worth considering if you play reapers a lot.

#96
Grimy Bunyip

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proxy mine is the hardest hitting non-grenade power in the game, that isn't ballistic blades.
and 1.2x to ALL damage?
huge radius
enough power to 1hko cerberus and geth troopers if you add a power amp?

i'd never not get proximity mine if I had the choice.
I'd sooner drop fitness or the racial passive for it.

#97
Mandalore313

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You sir, are awesome and your work is awesome.
Just knowing you exist makes me feel less hopeless about the future of the human race.

#98
StarStruck010

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Alright Grimy, I've been playing with your calculator (very nice btw) and working on finding thee best build I can for my QI (and when she should move from valient to paladin). So let's see what you can do with her (and what rank paladin I need to not loose out to my valient 1 with the 6/3/6/6/5 spec she's running)

Quarian Infiltrator
TC4(Damage)
SG6(Damage,Capacity,Damage)
Sab6(backfire,Explosive,Tech)
QD5(damage/capacity,power damage)
Fit5(durability,shield)

#99
Pensrule1985

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Grimy Bunyip wrote...

proxy mine is the hardest hitting non-grenade power in the game, that isn't ballistic blades.
and 1.2x to ALL damage?
huge radius
enough power to 1hko cerberus and geth troopers if you add a power amp?

i'd never not get proximity mine if I had the choice.
I'd sooner drop fitness or the racial passive for it.


to me, its like a glorified concussive shot. Im just not that accurate with it (not good at sniping) and i dont usually lay down proxy mines to block access ways and such...i get too sidetracked with other powers/enemies.

#100
Grimy Bunyip

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Pensrule1985 wrote...

Grimy Bunyip wrote...

proxy mine is the hardest hitting non-grenade power in the game, that isn't ballistic blades.
and 1.2x to ALL damage?
huge radius
enough power to 1hko cerberus and geth troopers if you add a power amp?

i'd never not get proximity mine if I had the choice.
I'd sooner drop fitness or the racial passive for it.


to me, its like a glorified concussive shot. Im just not that accurate with it (not good at sniping) and i dont usually lay down proxy mines to block access ways and such...i get too sidetracked with other powers/enemies.


I don't like that homing abilities are dodgeable by the enemy in this game
AI can dodge them unless they're a brute or a cannibal or something.
A cerberus trooper is going to try and barrel roll out of a proximity mine, but the massive blast radius is going to hit them.

i don't like that half the time I fire throw, warp, or concussive shot, the enemy just dodges it and I get nothing out of casting the ability.