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Dawn of the Melee Human Adept


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#76
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MIA115 wrote...

jaydubs67 wrote...

Actually, a +100% multiplier vs whatever defense would be enough to achieve 5,000 damage.  Here's the math.  To be clear, I haven't tested it, and I don't know if there are any multipliers at all.  I can't actually confirm that HA melee does 5,000 damage, just that it could in fact do 5,000 damage if a +100% multiplier was in effect.  

Base HA heavy melee = 500.  

500 * (1[this is the base melee] + .95[this is the fitness melee tree] + .75[martial artist from fitness] + 1[melee damage amp] + .3[melee gear]) * (1[base] + .25[melee stunner and bayonet are multiplicative bonuses]) = 2,500

So the maximum damage before multipliers for the HA heavy melee is 2,500.  If you add a +100% multiplier vs certain defenses (which is also multiplicative when applicable) you get 5,000.  

Edit: 

Whoops.  Hydraulic joints (gear) actually adds 15% not 30%.  So the damage is actually 2,406.5.  Not a big difference, but worth noting I suppose.  

That would make sense if you classified it as biotic attack, as most biotic powers have a multiplier against barriers and armor.


It should be affected by the biotic + meele gear then...

#77
soultaker65

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Influ wrote...
No they don't. They have the same heavy melee as the Drells, aka. the Falcon Punch.


Your right I got them mixed up.

Anyway I just played a Cerberus/Gold match with the HV and It works about the same, I did miss Warp's debuff through.

1 heavy melee took out all shields on every enemy beside the Atlas, and when it hit unshielded enemies they died in one shot.

I had never tried a melee build before so thanks xGunKungFUx for sharing this.

#78
landylan

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Zancloufer wrote...

One thing NO ONE has noticed that I will add in. The Adapt Heavy Melee (if it's the same as Shep's in SP) also does 350 FORCE. if that get multiplied by melee damage passives that might help account for the damage it does.

That was why the melee always did half damage, it got a decent amount of force bonus behind it. . .

I thought that only had very minimal damage? I thought the majority of force damage was dealt through the ragdoll effect.

#79
landylan

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soultaker65 wrote...

Influ wrote...
No they don't. They have the same heavy melee as the Drells, aka. the Falcon Punch.


Your right I got them mixed up.

Anyway I just played a Cerberus/Gold match with the HV and It works about the same, I did miss Warp's debuff through.

1 heavy melee took out all shields on every enemy beside the Atlas, and when it hit unshielded enemies they died in one shot.

I had never tried a melee build before so thanks xGunKungFUx for sharing this.



How much melee damage to the atlas?

#80
Influ

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Zancloufer wrote...

One thing NO ONE has noticed that I will add in. The Adapt Heavy Melee (if it's the same as Shep's in SP) also does 350 FORCE. if that get multiplied by melee damage passives that might help account for the damage it does.

That was why the melee always did half damage, it got a decent amount of force bonus behind it. . .

Regular melee has 350 force. The heavy melee has 900. I don't think the melee passive affects the force at all. I don't remember being able to stagger Phantoms consistently with the heavy melee. But still, I'm not quite sure about it. Also, force doesn't affect damage against enemies that don't get ragdolled quite that much to explain anything really.

#81
MIA115

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landylan wrote...

Zancloufer wrote...

One thing NO ONE has noticed that I will add in. The Adapt Heavy Melee (if it's the same as Shep's in SP) also does 350 FORCE. if that get multiplied by melee damage passives that might help account for the damage it does.

That was why the melee always did half damage, it got a decent amount of force bonus behind it. . .

I thought that only had very minimal damage? I thought the majority of force damage was dealt through the ragdoll effect.

I believe that one of the devs said something to the effect that about 10% of all force is converted directly into damage.

#82
soultaker65

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landylan wrote...

How much melee damage to the atlas?


1 bar, but Warp's rank 5 debuff would most likely push it to 2 bars. 

#83
Zikel

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Tried it out on silver, can't one shot a turret, almost kills a phantom, so yeah, 2400 damage sounds about right. Slayer and shadow have the same AOE range on their heavy melee, but the adept Melee does have a lot of force behind it, so it doesn't just stagger an atlas, it pushes it away.

Its an OK build for silver, but it isn't that much fun either, Melee Drellguard also sends enemies flying, but he is stronger and more fun.

Modifié par Zikel, 04 septembre 2012 - 12:11 .


#84
TheKillerAngel

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Banshees seem to be resistant to it when they put up their hand. Do you think this attack could count as a power?

#85
adamjmorgan

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Also tried this in two games, and there are two things I would surmise based on the information at hand:

1: It's likely a "power", and a multiplier on this power (like concussive shot, overload on shields, etc.) explains the bonus damage seen.  Banshee's blocked it with their shield, as did Phantoms.  They only do this against "powers".

2: It's still not good. The only usefulness I can see with this is if you just hated singularity and wanted to put points into fitness but not have shields. It also forces you to spend gear/equipment slots that could be better served with shield gear or recharge gear or damage gear, etc.

Fun to mess about with and kudos to the OP for finding and trying something new - and shame on those of you who just refused to even "waste" a respec card trying it, and instantly rejected the OP as a liar/cheat/troll without so much as a thought that this could be "one of those things", like about a million other combos in this game.

Modifié par adamjmorgan, 04 septembre 2012 - 12:45 .


#86
Tybo

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Some quick testing.

HA, 35% fitness damage boost, hydraulic joints 15% damage boost. Pistol Stunner V

500*(1+.35+.15)*1.25=937.5

Against Gold Assault Trooper: 1687.5-750=937.5 As expected.

Against Gold Nemesis Shields: 1940-533=1407.

Against Gold Brute Armor: 9000-7593.75=1406.25.

Theory: Human Adept heavy melee has a 1.5x multiplier to protections.

500*(1+.35+.15)*1.25*1.5=1406.25

If this is true, then we should get a max melee damage of:
500*(1+.95+.75+.3+.15)*1.25*1.5=2953.125.

Doesn't explain how two melees can take out a brute.  But it is pretty powerful.

Will have to rank up warp to expose to see how that interacts.  My rank 1 warp had no effect on melee damage to any type of protection.

Modifié par tyhw, 04 septembre 2012 - 01:53 .


#87
PsychoticBiotic

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I want to thank the OP for this hilariously useful build. It definetly works on Gold, especially versus Reapers. Who would've thought that the Adept's melee was so useful against Brutes and Ravagers?

#88
brobeeland

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If the Adept melee is acting as a "power" as well as a melee, it is possible it is double dipping on power and melee bonuses. It is worth testing to see if the power bonuses from alliance training are enhancing the melee. If this was the case using a martial biotic amp, a power consumable, a weapon melee mod and a strength consumable could result in the ridiculous numbers OP is getting.

The N7 shadow's shadow strike was not intended to get boosts from power multipliers, only melee, but it is affected by both.

#89
PsychoticBiotic

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brobeeland wrote...

If the Adept melee is acting as a "power" as well as a melee, it is possible it is double dipping on power and melee bonuses. It is worth testing to see if the power bonuses from alliance training are enhancing the melee. If this was the case using a martial biotic amp, a power consumable, a weapon melee mod and a strength consumable could result in the ridiculous numbers OP is getting.

The N7 shadow's shadow strike was not intended to get boosts from power multipliers, only melee, but it is affected by both.

Good observation. We need someone to test this. 

#90
polymphus

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I'm away from my gaming comp: anyone willing to test this with drell adept? It's the same heavy melee, isn't it?

#91
Lars Honeytoast

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Does this only work for the human adept, or any adept with the same move? (Drell. Don't have ex-cerberus, but maybe them as well?)

#92
kalasaurus

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I tried this on silver and died... a lot.

#93
darkblade

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A build like this is surprisingly powerful on a fury as well.

#94
Kalas Magnus

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Thx for the build should be fun.

Modifié par Kalas321, 04 septembre 2012 - 04:10 .


#95
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GlassElephant wrote...

I tried this on silver and died... a lot.


Likewise. Currently trying it and dying... Alot.

It is pretty effective though. But I am not sure about 5k damage...

#96
SavagelyEpic

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brobeeland wrote...

If the Adept melee is acting as a "power" as well as a melee, it is possible it is double dipping on power and melee bonuses. It is worth testing to see if the power bonuses from alliance training are enhancing the melee. If this was the case using a martial biotic amp, a power consumable, a weapon melee mod and a strength consumable could result in the ridiculous numbers OP is getting.

The N7 shadow's shadow strike was not intended to get boosts from power multipliers, only melee, but it is affected by both.


Can someone test this?

Also, OP can you provide power evo's on your build?

#97
DullahansXMark

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SavagelyEpic wrote...

brobeeland wrote...

If the Adept melee is acting as a "power" as well as a melee, it is possible it is double dipping on power and melee bonuses. It is worth testing to see if the power bonuses from alliance training are enhancing the melee. If this was the case using a martial biotic amp, a power consumable, a weapon melee mod and a strength consumable could result in the ridiculous numbers OP is getting.

The N7 shadow's shadow strike was not intended to get boosts from power multipliers, only melee, but it is affected by both.


Can someone test this?

Also, OP can you provide power evo's on your build?


The Meleedept has no "builds", for his training has consisted of intense meditation over the course of 50,000 years. His fists wreak lightning havoc on whoever his poor, innocent victims may be. Though threatening, he's...

... I don't know how you did that yesterday.

#98
peddroelm

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yarpenthemad21 wrote...

xGunKungFUx wrote...

Go try it yourself. You say its not possible but the proof is in the pudding


you want to show and prove  us that 500 base damage heavy melee can deal over 5k damage. 
it's just mathematicaly impossible and because of that I don't want to waste my time on proving it. You should do it, you want to prove something impossible, it's your build, not mine, proving that it works is on your side.


Adept heavy melee might have positive modifiers vs armor // Barrier... We know geth heavy melee gets *1.5 vs armor ...
5k seems a bit much ...Might test to be sure thow ...

EDIT NVM - missed this 

tyhw wrote...

Some quick testing. 

HA, 35% fitness damage boost, hydraulic joints 15% damage boost. Pistol Stunner V

500*(1+.35+.15)*1.25=937.5

Against Gold Assault Trooper: 1687.5-750=937.5 As expected.

Against Gold Nemesis Shields: 1940-533=1407. 

Against Gold Brute Armor: 9000-7593.75=1406.25. 

Theory: Human Adept heavy melee has a 1.5x multiplier to protections.

500*(1+.35+.15)*1.25*1.5=1406.25

If this is true, then we should get a max melee damage of:
500*(1+.95+.75+.3+.15)*1.25*1.5=2953.125.

Doesn't explain how two melees can take out a brute.  But it is pretty powerful.

Will have to rank up warp to expose to see how that interacts.  My rank 1 warp had no effect on melee damage to any type of protection.


Modifié par peddroelmz, 04 septembre 2012 - 04:37 .


#99
TheKillerAngel

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I will test out using a power amplifier 4 on my Human Adept with a Martial Biotic Amp. Silver.

#100
peddroelm

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MIA115 wrote...
...
That would make sense if you classified it as biotic attack, as most biotic powers have a multiplier against barriers and armor.


Heavy melee attacks also can have different multipliers vs protections (ex Geth Heavy melee has *1.5 vs armor)

Modifié par peddroelmz, 04 septembre 2012 - 05:00 .