?defleshing wrote...
what's the best build/character to use in order to get the most bang from my hurricane2?
Let Me Calibrate Your Gun =D
#151
Posté 29 mai 2012 - 09:10
#152
Posté 29 mai 2012 - 09:14
ultimately infiltrators are the best weapon users IMO
you can use it on casters, to make use of the low weight.
but if on an infiltrator, heat sink > barrel.
whether you pick ulm or barrel is mostly based on if you want another sidearm.
#153
Posté 29 mai 2012 - 09:18
#154
Posté 29 mai 2012 - 09:24
6/0/6/6/6 specced for sniper damager all the way.
Black Widow II piercing mod, and damage mod.
can you calculate mine? I tried to use your google docs a while ago but i can't make it work.
Thanks!
#155
Posté 29 mai 2012 - 10:37
#156
Posté 29 mai 2012 - 11:16
Stasis: Duration/Recharge/Bubble
Lift Grenades: Radius/Max Grenades/Damage & Radius
Asari Justicar: Damage & Capacity/Headshots/Weapon Damage
Fitness: Health/Shield Recharge/Health
Black Widow II: Extended Barrel V & Spare Thermal Clip V
Geth SMG X: Ultralight V & High Caliber Barrel V
----
Geth Infiltrator: 6/6/3/5/6
Tactical Cloak: Damage/Melee/Bonus Power
Proximity Mine: Radius/Damage Taken/Damage
Networked AI: Damage & Capacity/Power Damage
Fitness: Melee Damage/Shield Recharge/Power Synergy
Talon III: Melee Stunner V & Piercing Mod V
----
Thanks in advance OP.
#157
Posté 29 mai 2012 - 10:19
you don't have to answer till your breaks over but, the gi damage bonus and rof out way the turian soldiers rof and bartairain extra ammo bonuses.is what your saying then. i shall try it on my gi after respect him for weapon damage.Grimy Bunyip wrote...
I said I was on a break but sure I suppose I can answer this
ultimately infiltrators are the best weapon users IMO
you can use it on casters, to make use of the low weight.
but if on an infiltrator, heat sink > barrel.
whether you pick ulm or barrel is mostly based on if you want another sidearm.
#158
Posté 01 juin 2012 - 11:34
Geth Infiltrator
6/0/6/6/6 specked for max sniper damage.
Krysae Sniper VIII, extended barrel + spare ammo
Sniper Rifle amp I (+5%)
#159
Posté 02 juin 2012 - 05:04
My thoughts are that most boss type enemies are not something you want to attack in melee. But it's often advantageous to dispatch mooks this way. Knowing exactly which enemies require 1 heavy melee to kill and by which talents I'd need to take without overkill could prove useful.
I don't know if you can apply your algorithm to this without too much hassle, but it might something to consider.
#160
Posté 02 juin 2012 - 06:21
grayfoxwins wrote...
I don't know if you still maintain this thread or what not. But what would be nice is if you could do this for melee attacks, especially hard melee.
My thoughts are that most boss type enemies are not something you want to attack in melee. But it's often advantageous to dispatch mooks this way. Knowing exactly which enemies require 1 heavy melee to kill and by which talents I'd need to take without overkill could prove useful.
I don't know if you can apply your algorithm to this without too much hassle, but it might something to consider.
His calculator already gives you melee damage depending on spec, it's not too much math to go from that to figuring out what you can 1 shot (since Heavy Melee ignores shield gate IIRC).
FullMAx KV heavy melee does 2625dmg, enough to 1shot all mooks, all the shields of the tier2 mooks (pyros keep 8 points of shielding). If you don't have BC's bonus damage you're looking at 2450dmg, if you don't have Martial Artist running you only have 2100 damage, so you can 1shot bottom rank mooks, but nothing else (note that I'm not adding in the damage of BC here, and you really should do that).
#161
Posté 08 juin 2012 - 06:56
TC: Damage, recharge speed, bonus power
PM: Damage, Debuff, damage
ED: Damage, shields, damage
STG: Power, Power, weapon damage
Weapon:
Widow X with penetrator mod and barrel





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