Aller au contenu

Photo

A Question About The Shaman...


  • Veuillez vous connecter pour répondre
10 réponses à ce sujet

#1
BMP969

BMP969
  • Members
  • 513 messages
Why does he have the Krogan Berserker class power instead of the Battlemaster?

I know he's a Shaman, but they could've just renamed the power for him. I think its weird that he has the default Krogan class skill because, at max, it increases power damage by 27.50%, which is really low for an ADEPT! The Krogan Battlemaster power gives a max bonus of 35% to powers. Seeing that both Warp and Shockwave do around 500 damage when specced entirely for damage and with Krogan Berserker maxed for power damage, The extra 7.5% would have helped a lot. Anybody care to elaborate on this? My guess is that its just a design oversight...

I know power damage bonuses don't affect the damage of biotic detonations, but when looking at the Kroguard: if his Battlemaster passive is specced for power damage, Barrier specced with the rank 5 power damage evo, and Carnage maxed for damage, Carnage deals out over 900 damage, while Charge with the rank 4 Damage & Force evo does 1000+. If you also factor in gear and equipment bonuses, the Kroguard can deal insane damage with ALL of his powers, Barrier detonations included!

I guess, besides the biotic explosions, the Krodept has a much lower damage output compared to the Kroguard when it comes to powers...

Edit: I also wish Barrier detonated biotics when you purged it like Annihilation Field does. It would make the power much more versatile. Hopefully they add it in the next set of balance changes...

Modifié par BMP969, 22 octobre 2012 - 09:42 .


#2
DullahansXMark

DullahansXMark
  • Members
  • 9 557 messages
Magic.

#3
Kirrahe Airlines CEO

Kirrahe Airlines CEO
  • Members
  • 4 739 messages
I do find that a bit odd. I don't know what they were thinking when deciding on his passive. I really hope it was a design oversight and not intentional. Cause BEs with the battlemaster stats would have really helped.

#4
tictactucrac

tictactucrac
  • Members
  • 2 137 messages

Seeing that both Warp and Shockwave do around 500 damage when specced entirely for damage and with Krogan Berserker maxed for power damage, The extra 7.5% would have helped a lot.


0.075 * 500 = 37.5.

37.5 damage doesn't really help, even on bronze.

#5
BurningLiquor

BurningLiquor
  • Members
  • 3 356 messages
As far as I know, power damage bonuses do not affect the damage of Biotic Explosions.

The Krodept can create some of the most powerful BEs in the game with Warp and Shockwave detonation evolutions.

#6
BMP969

BMP969
  • Members
  • 513 messages

DullahansXMark wrote...

Magic.

...Image IPB

#7
Deerber

Deerber
  • Members
  • 16 847 messages
As far as I know, passive boosts to power damage do not affect BEs damage. Do they?

Edit: lol, ninjad with exactly the same words :D

Modifié par Deerber, 22 octobre 2012 - 09:11 .


#8
BMP969

BMP969
  • Members
  • 513 messages

BurningLiquor wrote...

As far as I know, power damage bonuses do not affect the damage of Biotic Explosions.

The Krodept can create some of the most powerful BEs in the game with Warp and Shockwave detonation evolutions.

I know it doesn't, but Shockwave and Warp have pretty low damage. When you look at the Kroguard, if his Battlemaster passive is specced for power damage, Barrier with the rank 5 power damage evo, and Carnage maxed for damage, Carnage deals out over 900 damage, while Charge with the rank 4 Damage & Force evo does 1000+. If you also factor in gear and equipment bonuses, the Kroguard can deal insane damage with ALL of his powers, Barrier detonations included!

I guess, besides the biotic explosions, the Krodept has a much lower damage output compared to the Kroguard when it comes to powers...

Modifié par BMP969, 22 octobre 2012 - 09:27 .


#9
BMP969

BMP969
  • Members
  • 513 messages
Bump.

#10
Imp of the Perverse

Imp of the Perverse
  • Members
  • 1 662 messages
In going for the tech armor detonation part of the tech challenge, it seemed like the detonation option fell short in a few ways. In order for it to be useful as a panic button (since it isn't really a practical offensive weapon, just a last resort) it should really be instant, and without an animation, so that it doesn't get in the way of your other actions, like running or dodging. I also don't think it should be impeded by cooldowns, they could just have tech armor's cooldown replace whichever one was in progress. I'm sure the same changes would be good for all the other detonations.

#11
BMP969

BMP969
  • Members
  • 513 messages
One more bump...