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AoE power primers and detonator tests


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#1
corlist

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Powers like nova and cluster grenades are unable to detonate against a group of primed enemies if they are all hit in the power's AoE. If a third kind of power is used, it will be able to detonate against said primed enemies who aren't detonated.

To illustrate the above
Snap freeze 2 dragoons.
Nova hits both > CE triggered on dragoon A .
Nova hits both again > No CE triggered.

Snap freeze 2 dragoons.
Nova hits both > CE triggered on dragoon A .
Incinerate dragoon b > CE triggered on dragoon B.

Notably, it may be wise to not take radius on cluster grenades so that less targets in the spawn are hit by a single grenade, resulting in a higher chance of multiple combo explosions.

--------------------------------------------------
2 ravagers + area reave + cluster grenades
Both ravagers reaved
First grenade hit both ravagers: BE.
The second grenade hit both ravagers: No BE.
The third grenade hit the second ravager: No BE.

2 ravagers + area reave + nova
First nova hit both ravagers: BE.
The second nova hit both ravagers: No BE.

2 dragoons + snap freeze + nova
First nova hit both dragoons: CE.
The second nova hit both dragoons: No CE.

2 dragoons + snap freeze + nova
First nova hit dragoon a: CE.
The second nova dragoon b: CE.

snap freeze + chain overload
1 CE on each primed target hit by each chain in overload (+snap freeze CE glitch)

area incinerate + chain overload
1 FE on each primed target hit by each chain in overload

--------------------------------------------------

Damage logs (not for the faint of heart)

Modifié par corlist, 11 novembre 2012 - 12:23 .


#2
tntk252

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Price tags? The spawn budget becomes infinite?

#3
Resident3000X

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Thats true. Thats why the best detonator is Overload with the +2 chain hit.

Best way to see this is by using flamer on large group that has just spawned and then have someone with overload on short cooldown make fireworks.

#4
Ramsutin

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BEs aren't even OP anymore. They need a buff.

#5
megabeast37215

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Thanks for the info OP. People like you make BSN worth visiting...

#6
metaempiricist

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Resident3000X wrote...

Thats true. Thats why the best detonator is Overload with the +2 chain hit.

Best way to see this is by using flamer on large group that has just spawned and then have someone with overload on short cooldown make fireworks.


no the best way is to snap freeze the whole room at once through a wall and then triple detonate with chain overload and repeat every 2.5 seconds. With the flamer you need to pan around blazing the room and after the first det. you need to stop and start it again to prime again or it won't work. Snap freeze has a + 100% tech explosion evo and a +10% general damage evo making it faster, easier detonations at 210% damage.

#7
corlist

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metaempiricist wrote...

Resident3000X wrote...

Thats true. Thats why the best detonator is Overload with the +2 chain hit.

Best way to see this is by using flamer on large group that has just spawned and then have someone with overload on short cooldown make fireworks.


no the best way is to snap freeze the whole room at once through a wall and then triple detonate with chain overload and repeat every 2.5 seconds. With the flamer you need to pan around blazing the room and after the first det. you need to stop and start it again to prime again or it won't work. Snap freeze has a + 100% tech explosion evo and a +10% general damage evo making it faster, easier detonations at 210% damage.


Snap freeze is bugged and snap freeze CEs do 2x damage always - all modifiers are multiplicative. They'll do slightly less damage than warp + throw, except 3 of them can happen with just 2 casts.

#8
jaydubs67

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All sorts of weird combo news coming out recently. Cyonan recently said that second and third detonations from chain overload are purely cosmetic.

http://social.biowar...ndex/14873987/1

#9
corlist

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jaydubs67 wrote...

All sorts of weird combo news coming out recently. Cyonan recently said that second and third detonations from chain overload are purely cosmetic.

http://social.biowar...ndex/14873987/1


That's for ammo. It clearly works for both snap freeze and incinerate.

Modifié par corlist, 11 novembre 2012 - 11:20 .


#10
jaydubs67

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corlist wrote...

jaydubs67 wrote...

All sorts of weird combo news coming out recently. Cyonan recently said that second and third detonations from chain overload are purely cosmetic.

http://social.biowar...ndex/14873987/1


That's for ammo. It's clearly works for both snap freeze and incinerate.


Oh, cool.  I honestly have no idea either way.  

#11
metaempiricist

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corlist wrote...

metaempiricist wrote...

Resident3000X wrote...

Thats true. Thats why the best detonator is Overload with the +2 chain hit.

Best way to see this is by using flamer on large group that has just spawned and then have someone with overload on short cooldown make fireworks.


no the best way is to snap freeze the whole room at once through a wall and then triple detonate with chain overload and repeat every 2.5 seconds. With the flamer you need to pan around blazing the room and after the first det. you need to stop and start it again to prime again or it won't work. Snap freeze has a + 100% tech explosion evo and a +10% general damage evo making it faster, easier detonations at 210% damage.


Snap freeze is bugged and snap freeze CEs do 2x damage always - all modifiers are multiplicative. They'll do slightly less damage than warp + throw, except 3 of them can happen with just 2 casts.


so then the extra armor weakening evo would make it even stronger and it still has +100% cryo explosion?

#12
corlist

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metaempiricist wrote...

so then the extra armor weakening evo would make it even stronger and it still has +100% cryo explosion?


Armour weakening is irrelvant to powers.
Snap freeze has an evo called "cryo explosion" which gives a 10% debuff. You'll be doing 220% CE damage overall.

#13
metaempiricist

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corlist wrote...

metaempiricist wrote...

so then the extra armor weakening evo would make it even stronger and it still has +100% cryo explosion?


Armour weakening is irrelvant to powers.
Snap freeze has an evo called "cryo explosion" which gives a 10% debuff. You'll be doing 220% CE damage overall.


well what I'm asking is does the +100% cryo explosion evo even do anything or should I just go with the armor weakening? Also less armor defense means more damage on the resulting CE vs armor correct?

Modifié par metaempiricist, 11 novembre 2012 - 11:32 .


#14
LemurFromTheId

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corlist wrote...

jaydubs67 wrote...

All sorts of weird combo news coming out recently. Cyonan recently said that second and third detonations from chain overload are purely cosmetic.

http://social.biowar...ndex/14873987/1


That's for ammo. It clearly works for both snap freeze and incinerate.


Have you tested this? The devs have said that a single cast of any power only creates one explosion.

#15
corlist

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metaempiricist wrote...

well what I'm asking is does the +100% cryo explosion evo even do anything or should I just go with the armor weakening? Also less armor defense means more damage on the resulting CE vs armor correct?


Until things are fixed, you should always pick weakening. +100% Tech Combo evo does nothing. You'll do 2x CE damage no matter what. The CE will not do any more damage with armour weakening, that is for weapons only.

#16
corlist

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Aedolon wrote...

corlist wrote...

jaydubs67 wrote...

All sorts of weird combo news coming out recently. Cyonan recently said that second and third detonations from chain overload are purely cosmetic.

http://social.biowar...ndex/14873987/1


That's for ammo. It clearly works for both snap freeze and incinerate.


Have you tested this? The devs have said that a single cast of any power only creates one explosion.


Tested about 40 minutes ago, there were 3 cryo explosion and they all did damage. You can see the damage logs search "SF + chain on 2 dragoons" if interested.

Modifié par corlist, 11 novembre 2012 - 11:36 .


#17
metaempiricist

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Aedolon wrote...

corlist wrote...

jaydubs67 wrote...

All sorts of weird combo news coming out recently. Cyonan recently said that second and third detonations from chain overload are purely cosmetic.

http://social.biowar...ndex/14873987/1


That's for ammo. It clearly works for both snap freeze and incinerate.


Have you tested this? The devs have said that a single cast of any power only creates one explosion.



The second and third detonations are quite clearly doing damage for snap freeze and for incinerate and for inferno grenades which works almost as well as snap freeze and chain overload.

#18
LemurFromTheId

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Thanks guys!

#19
metaempiricist

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corlist wrote...

metaempiricist wrote...

well what I'm asking is does the +100% cryo explosion evo even do anything or should I just go with the armor weakening? Also less armor defense means more damage on the resulting CE vs armor correct?


Until things are fixed, you should always pick weakening. +100% Tech Combo evo does nothing. You'll do 2x CE damage no matter what. The CE will not do any more damage with armour weakening, that is for weapons only.



Thank you for the info I'll go respec right now. I didn't know armor weakening doesn't matter with powers that seems...lame:(

#20
Tybo

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Bump.

Because people should see this

#21
Mozts

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This is a game changer to me. Thank you very much for your tests. I actually checked the damage log this time.

My Drell Adept just got a lot more weaker now. I won't be taking Shrapnel anymore.

Modifié par Mozts, 11 novembre 2012 - 11:44 .


#22
SinisterSamurai

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What about Biotic Charge and Smash, powers that "add two additional targets." I think I've seen a single charge detonate two SF-CEs before, but I admit it may have been the heat of the moment.

Also, why does Overload sometimes spawn a fourth or fifth chain?

Modifié par SinisterSamurai, 12 novembre 2012 - 04:46 .


#23
N7 Whiskey

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Has anyone encountered a bug that prevents you from setting off tech explosions? I have had this happen so many times that it makes me not want to play tech power classes. There have been times that my Human Engineer cannot set off fire explosions with Incinerate >>> Overload. Happens with the FQE too. Never quite figured out a cause, but once it starts it will persist for the entire game and sometimes until I go back to the main menu and reload the MP. This is on Xbox.

#24
SinisterSamurai

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BuckshotSamurai wrote...

Has anyone encountered a bug that prevents you from setting off tech explosions? I have had this happen so many times that it makes me not want to play tech power classes. There have been times that my Human Engineer cannot set off fire explosions with Incinerate >>> Overload. Happens with the FQE too. Never quite figured out a cause, but once it starts it will persist for the entire game and sometimes until I go back to the main menu and reload the MP. This is on Xbox.

This only ever happens to me when I'm targeting a Geth Bomber.

#25
corlist

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SinisterSamurai wrote...

What about Biotic Charge and Smash, powers that "add two additional targets." I think I've seen a single charge detonate two SF-CEs before, but I admit it may have been the heat of the moment.

Also, why does Overload sometimes spawn a fourth or fifth chain?


Shockwave can definitely detonate 2 targets because
1 - It can hit more than once
2 - It cannot hit multiple targets per hit in an area.
This is somewhat similar to chain overload. Smash most probably works in the same way.

Not sure about charge.

If overload seem to spawn more chains, it's due to lag.