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Warp Ammo Mechanics


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#1
Cyonan

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After Bioware posted that Warp Ammo has the extra damage applied to all primed targets when everyone was sure it was lifted targets, I ran some tests using Warp Ammo I(15% increased damage, 25% increased with biotics) on a Phalanx X(143.5 base damage).

Here are the health values of the target(a Cannibal on Bronze) for the tests.

First without the target being primed:

900.00
878.475 -- 21.525 damage -- 143.5 * 0.15 = 21.525 damage checks out

Next with it being primed with Warp:

627.865
600.959 -- 26.91 damage -- 21.525 * 1.25 = 26.91

Warp Ammo does deal extra damage to primed targets, but the multiplier affects the ammo damage rather than gun damage. In the case of Warp Ammo my 15% damage is increased by 25% against a primed  target.

Other damage modifiers such as Warp's +15% damage from Expose does not effect Warp Ammo.

The values for all Warp Ammo ranks are:

Warp Ammo I - 15% normal damage, 18.75% damage vs primed targets
Warp Ammo II - 25% normal damage, 37.5% damage vs primed targets
Warp Ammo III - 35% normal damage, 61.25% damage vs primed targets
Warp Ammo IV - 60% normal damage, 120% damage vs primed targets

Ill be testing later to see if the game still considers a target as being "primed" for the purposes of this bonus after you have detonated a Biotic Explosion.

Edit: Based on tests from Corlist, detonating the biotic effect will cause the bonus to no longer apply.

Modifié par Cyonan, 29 octobre 2012 - 02:19 .


#2
Cake Tasty

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Thanks for this.

#3
Eelectrica

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Sorry if this is a stupid question.
If we have a character with warp power are we better off using warp ammo over any other ammo type? I mean the numbers look like it would be the way to go?

#4
BridgeBurner

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Thanks for the find Cyonan, Jaydubs67 was convinced his drelldept was doing more damage with warp ammo in a game we played a week or two ago, and this definitely does vindicate his claims.

Question; Why does the extra damage versus primed targets seem to increase exponentially? It seems Warp IV deals almost double "extra" damage when a target is primed, wheras Warp I only seems to gain 2.75%?

Modifié par Annomander, 29 octobre 2012 - 01:58 .


#5
RedJohn

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The funny thing is, I have a lot of warp ammo and is the one that i like the most :D

For some reason I only get warp ammo lately :o

#6
BridgeBurner

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Eelectrica wrote...

Sorry if this is a stupid question.
If we have a character with warp power are we better off using warp ammo over any other ammo type? I mean the numbers look like it would be the way to go?


If you are using an AP mod, and you have warp ammo IV, plus any persistant biotic power (warp, dark channel, reave) then warp ammo IV will give you unrivalled damage versus any target (armour particularly).

#7
PsychoticBiotic

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No wonder Warp Ammo is so godly on my Drell Adept. Thanks.

#8
Drayce333

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So warp ammo is more OP than we thought, sweet.

#9
Eelectrica

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Annomander wrote...

Eelectrica wrote...

Sorry if this is a stupid question.
If we have a character with warp power are we better off using warp ammo over any other ammo type? I mean the numbers look like it would be the way to go?


If you are using an AP mod, and you have warp ammo IV, plus any persistant biotic power (warp, dark channel, reave) then warp ammo IV will give you unrivalled damage versus any target (armour particularly).

Thanks for that. 
I used warp power as an example more than anything., I should have listed more primers.
Anyway good to know what to equip my asari justicar, krodept, etc with.

#10
Cyonan

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Annomander wrote...

Thanks for the find Cyonan, Jaydubs67 was convinced his drelldept was doing more damage with warp ammo in a game we played a week or two ago, and this definitely does vindicate his claims.

Question; Why does the extra damage versus primed targets seem to increase exponentially? It seems Warp IV deals almost double "extra" damage when a target is primed, wheras Warp I only seems to gain 2.75%?


The bonus damage vs primed targets goes up with each rank. Warp I is only a 25% increase while Warp IV is a 100% increase.

Also on another note, ammo powers are applied separately from gun damage, which means they're unaffected by armour.

Not only is Warp Ammo potent for high damage per shot guns being the best damage increase, but if you were to use it on say, a GPR you'd be getting 41.04 damage every shot that completely bypasses armour. plus the 65% armour weakening effect for the main damage of the gun.

#11
Eelectrica

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Drayce333 wrote...

So warp ammo is more OP than we thought, sweet.

I think the acronym you are looking for is VG: Very good.

#12
BridgeBurner

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Cyonan wrote...

Annomander wrote...

Thanks for the find Cyonan, Jaydubs67 was convinced his drelldept was doing more damage with warp ammo in a game we played a week or two ago, and this definitely does vindicate his claims.

Question; Why does the extra damage versus primed targets seem to increase exponentially? It seems Warp IV deals almost double "extra" damage when a target is primed, wheras Warp I only seems to gain 2.75%?


The bonus damage vs primed targets goes up with each rank. Warp I is only a 25% increase while Warp IV is a 100% increase.

Also on another note, ammo powers are applied separately from gun damage, which means they're unaffected by armour.

Not only is Warp Ammo potent for high damage per shot guns being the best damage increase, but if you were to use it on say, a GPR you'd be getting 41.04 damage every shot that completely bypasses armour. plus the 65% armour weakening effect for the main damage of the gun.


Oh ok, so warp ammo gets exponentially more powerful on a biotic character the higher the rank. This might explain why raider X + warp IV on AVS with warp just melts everything.  *scratches head* So now I'll need to figure out if I can rock Warp IV on my AVS with smart choke and HVB whilst still being able to cast warp often.

Thanks again.

#13
Cyonan

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Annomander wrote...

Oh ok, so warp ammo gets exponentially more powerful on a biotic character the higher the rank. This might explain why raider X + warp IV on AVS with warp just melts everything.  *scratches head* So now I'll need to figure out if I can rock Warp IV on my AVS with smart choke and HVB whilst still being able to cast warp often.

Thanks again.


If you're running 60% cooldown penalty Tech Armour it will be a 5.93 second cooldown on Warp(assuming you also have the rank 4 of Asari Valkyrie passive for weight).

If you're running 30% it will be a 4.85 second cooldown

Without Tech Armour it will be a 4.10 second cooldown

If your main goal is to annihilate everything that look at you the wrong way with your shotgun, I'd say it could work.

#14
corlist

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Unfortunately I've already done those tests. If you detonated a BE on the target they no longer take the warp ammo biotic bonus. Also, targets inside of a biotic sphere without the warp effect will also not take the bonus.

One thing to try could be to use warp then overload on the target to see if they still take the biotic bonus.

#15
Cyonan

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corlist wrote...

Unfortunately I've already done those tests. If you detonated a BE on the target they no longer take the warp ammo biotic bonus. Also, targets inside of a biotic sphere without the warp effect will also not take the bonus.

One thing to try could be to use warp then overload on the target to see if they still take the biotic bonus.


Ah, I probably should have seen that.

Do we know how the modifiers interact with each other if you shoot a primed target that has a barrier?

#16
BeardyMcGoo

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No wonder my justicar + harrier + warp ammo iv destroys.

#17
Kalas Magnus

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So that asari infiltrator + warp ammo is going to be extremely good.

#18
corlist

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Cyonan wrote...

Do we know how the modifiers interact with each other if you shoot a primed target that has a barrier?


They seem to multiply each other. Ammo damage isn't really tested very thoroughly but stacking universal debuffs (Biotic Sphere, Tactical Scan, Proximity Mine) will probably be a separate multiplier with all debuffs added together.

From the linked post:

Warp + shot (vs silver p. collector trooper barriers)
Damage 929.000000 //Warp Impact 250 * 2 * 1.5 * (1 + 0.2 + 0.45) * 0.75 = 928.125
Damage 18.000000 //Warp DoT 250 * 2 * 1.5 * (1 + 0.2 + 0.45) * 0.25 * 1.15 * 1/20 = 17.7890625
Damage 18.000000
Damage 18.000000
Damage 18.000000
Damage 54.000000 //Ammo damage (143.5 * 0.15 * 1.25) * 2 = 53.8125

Modifié par corlist, 29 octobre 2012 - 02:41 .


#19
BridgeBurner

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corlist wrote...

Unfortunately I've already done those tests. If you detonated a BE on the target they no longer take the warp ammo biotic bonus. Also, targets inside of a biotic sphere without the warp effect will also not take the bonus.

One thing to try could be to use warp then overload on the target to see if they still take the biotic bonus.


Would AF qualify as a primer in this regard? So if I run in, detonate AF with warp, then AF re-applies, would I get the extra damage on warp ammo that way?

#20
corlist

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Annomander wrote...

corlist wrote...

Unfortunately I've already done those tests. If you detonated a BE on the target they no longer take the warp ammo biotic bonus. Also, targets inside of a biotic sphere without the warp effect will also not take the bonus.

One thing to try could be to use warp then overload on the target to see if they still take the biotic bonus.


Would AF qualify as a primer in this regard? So if I run in, detonate AF with warp, then AF re-applies, would I get the extra damage on warp ammo that way?


I can only say with 100% certainty that if the target can be bioexploded right now, it will take the warp ammo biotic bonus.

#21
BridgeBurner

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corlist wrote...

Annomander wrote...

corlist wrote...

Unfortunately I've already done those tests. If you detonated a BE on the target they no longer take the warp ammo biotic bonus. Also, targets inside of a biotic sphere without the warp effect will also not take the bonus.

One thing to try could be to use warp then overload on the target to see if they still take the biotic bonus.


Would AF qualify as a primer in this regard? So if I run in, detonate AF with warp, then AF re-applies, would I get the extra damage on warp ammo that way?


I can only say with 100% certainty that if the target can be bioexploded right now, it will take the warp ammo biotic bonus.


So we'll run on the assumption that anything that functions as a primer *should* give the biotic damage bonus. The only reason why I was asking is because the AF effect is different in many regards from warp / reave.

#22
Conduit0

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So I guess the moral of the story is, save your warp ammo for biotic classes and cackle madly at your new found face melting power?

#23
TMB903

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I've always used Warp Ammo on my Drell Adept/Harrier and it definitely felt like it did more damage...glad to know it's been confirmed. Nice job.

#24
Kenadian

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Okay, and to be sure, ammo power damage values are applied separately from the actual shot, right? As a percentage of the shot damage?

#25
N7 Whiskey

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So if I am understanding this correctly, a Warped target takes 15% extra weapon damage from the gun because of the debuff, then another 65% weapon damage from Warp Ammo IV and then another 65% of the weapon's damage just because the target has a biotic primer applied to it? This means a gun that does 1000 damage per shot will do 2450 damage on a Warped target while using Warp Ammo IV?