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AoE power primers and detonator tests


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#26
Deathshroud09

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Mozts wrote...

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.

Remember though, with the randomness of cluster 'nades, they usually spread out far enough to set off the multiple explosions, at least in my experience.....this revelation is interesting though, yet again biotic powers get the short end of the stick...hopefully bioware can improve them in another patch.

#27
corlist

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SinisterSamurai wrote...

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.


Happens with praetorians too, overloads missing and all that - basically anyone who can shift to a higher elevation.

#28
Deerber

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Wow, wow, wow. Thank you so much for this. And for the clarification about chain overload as a detonator. There's something, though, which is not clear to me from the 1st post:

Let's assume I area reave 2 targets. Then I fire a cluster grenade, and the first grenade hits one of them, and the other hits the other. Just one target hit by each shrapnel. Will that result in 2 BEs?

#29
Deerber

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Also, so that more people know, it has been tested that the rank 5 evo of cluster grenade, lift damage, actually works with any BE-primed target, just like warp ammo. Yet, it only works on 1 shrapnel at a time.

Edited to add the link: http://social.biowar...086/10#14903488

Modifié par Deerber, 12 novembre 2012 - 05:20 .


#30
corlist

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Deerber wrote...

Wow, wow, wow. Thank you so much for this. And for the clarification about chain overload as a detonator. There's something, though, which is not clear to me from the 1st post:

Let's assume I area reave 2 targets. Then I fire a cluster grenade, and the first grenade hits one of them, and the other hits the other. Just one target hit by each shrapnel. Will that result in 2 BEs?


There will be 2 BEs.

#31
corlist

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Deerber wrote...

Also, so that more people know, it has been tested that the rank 5 evo of cluster grenade, lift damage, actually works with any BE-primed target, just like warp ammo. Yet, it only works on 1 shrapnel at a time.


The effective base damage of cluster grenades hitting primed targets is even higher than lift grenades, which should not be underestimated.

#32
Exiled Ditto

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Mozts wrote...

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.

Take shrapnel so you can set off 3 explosions instead of just 2. He said the radius evolution isn't worth taking if speccing for detonations.

#33
Deerber

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corlist wrote...

Deerber wrote...

Wow, wow, wow. Thank you so much for this. And for the clarification about chain overload as a detonator. There's something, though, which is not clear to me from the 1st post:

Let's assume I area reave 2 targets. Then I fire a cluster grenade, and the first grenade hits one of them, and the other hits the other. Just one target hit by each shrapnel. Will that result in 2 BEs?


There will be 2 BEs.


Thank you :)

#34
Deathshroud09

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corlist wrote...

Deerber wrote...

Wow, wow, wow. Thank you so much for this. And for the clarification about chain overload as a detonator. There's something, though, which is not clear to me from the 1st post:

Let's assume I area reave 2 targets. Then I fire a cluster grenade, and the first grenade hits one of them, and the other hits the other. Just one target hit by each shrapnel. Will that result in 2 BEs?


There will be 2 BEs.

So would you advise against us taking radius on the drell adept because of this new information? I still see the use of it, but if its going to decrease my efficiency that much i'll spec out of it.

#35
Frraksurred

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Excellent info, thank you. As a returning player I could really use a decent database of all the combos and detonators.

#36
davidman92

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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.


Does that mean that a Human Engineer specced for AoE Incinerate and chain Overload can potentially detonate three FEs at once?

Been a long time since I've played HE, but I may have to take it out again.

Modifié par davidman92, 12 novembre 2012 - 05:30 .


#37
corlist

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Deathshroud09 wrote...

So would you advise against us taking radius on the drell adept because of this new information? I still see the use of it, but if its going to decrease my efficiency that much i'll spec out of it.


Because of the lack of control of cluster grenades, it's not always a clear answer.

Damage
Pros - More damage, less chance of hitting multiple enemies in group (more chance for multi-BEs)
Cons - See radius pros

Radius
Pros - More chance of actually hitting targets, especially when thrown from a far distance. Larger detonation area for widely-spread groups.
Cons - See damage pros

#38
Miniditka77

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corlist wrote...

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.

You know what, this is very interesting.  I have always noticed that the most devastating Reave + Cluster combinations I ever get are when I'm doing it on a group of enemies that are far away.  I use Reave and throw the Clusters, and by the time the Clusters have gotten there, both the grenades and the targets are spread farther apart than they were when I cast the Reave.  And when that happens, it seems to do more damage.  This is probably because I'm getting 2-3 BE's instead of the single BE I get when throwing a Cluster into a group that is close-up.

#39
Deathshroud09

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corlist wrote...

Deathshroud09 wrote...

So would you advise against us taking radius on the drell adept because of this new information? I still see the use of it, but if its going to decrease my efficiency that much i'll spec out of it.


Because of the lack of control of cluster grenades, it's not always a clear answer.

Damage
Pros - More damage, less chance of hitting multiple enemies in group (more chance for multi-BEs)
Cons - See radius pros

Radius
Pros - More chance of actually hitting targets, especially when thrown from a far distance. Larger detonation area for widely-spread groups.
Cons - See damage pros

I see, hmm, i'll have to judge the pros and cons of each for my  drell adept/vanguard

#40
WindOverTuchanka

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Ok, a couple of uninformed questions: does reave stack? Some people seem to believe it stacks, but I've never seen any references. If it stacks, does the first AoE hit remove the whole stack, or only the top slot? Could we, perhaps, pull off Reave-Reave-Clusters for two BEs in a tight group?

#41
peddroelm

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WindOverTuchanka wrote...

Ok, a couple of uninformed questions: does reave stack? Some people seem to believe it stacks, but I've never seen any references. If it stacks, does the first AoE hit remove the whole stack, or only the top slot? Could we, perhaps, pull off Reave-Reave-Clusters for two BEs in a tight group?

 

Multiple reaves will stack (concurent DOTs) .. But will not prime the same target multiple times ... Can only detonated it once ...

#42
Mozts

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Exiled King wrote...

Mozts wrote...

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.

Take shrapnel so you can set off 3 explosions instead of just 2. He said the radius evolution isn't worth taking if speccing for detonations.


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.

From what I understood, 3 BE will be very hard...

#43
Deathshroud09

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Mozts wrote...

Exiled King wrote...

Mozts wrote...

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.

Take shrapnel so you can set off 3 explosions instead of just 2. He said the radius evolution isn't worth taking if speccing for detonations.


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.

From what I understood, 3 BE will be very hard...

force and damage would most likely be better for solo explosions...however, shrapnel would most likely be better if you are playing with other biotics.

#44
SinisterSamurai

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Ok, I got a question regarding multiple primed enemies and Cluster Grenade Lift combo. I realize that if the first shrapnel explosion hits two targets, then the second shrapnel will not detonate the second target, but would the second target still take the 100% bonus damage from either the first or second shrapnel?

#45
corlist

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SinisterSamurai wrote...

Ok, I got a question regarding multiple primed enemies and Cluster Grenade Lift combo. I realize that if the first shrapnel explosion hits two targets, then the second shrapnel will not detonate the second target, but would the second target still take the 100% bonus damage from either the first or second shrapnel?


If sharpnel A hit 2 primed targets, both of them will get the 100%.
Sharpnels B-Z will not do the 100% damage unless they are primed again.