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Chain Overload detonates a Tech Combo with each chain


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#1
Tybo

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Chain Overload can cause a tech explosion with each hit in its chain.  We tested this with the following AoE primers, each one with a single cast:

Inferno Grenades
Flamer
Incinerate
Arc Grenades
Cryo Ammo (on a falcon)
Sabotage

Each test resulted in 2 tech combos, seen both visually and in the recorded damage numbers.  We did not test with 3 Overloads, but see no reason why the third chain would be any different.

First 5 tests conducted against 2 Geth Troopers on Bronze.  Sabotage conducted against 2 Cannibals on Bronze.  Actual numbers are here

Thanks to corlist and tthw for the help.

Modifié par tyhw, 29 novembre 2012 - 09:33 .


#2
Tybo

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Added the link to the numbers to the OP

#3
VerySeed

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Does it set up 2/3 tech bursts, or only set them off?

#4
Uchimura

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Is tthw your brother or a typo? For a moment I thought the wording meant that two people were casting overload.

#5
tthw

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I'm his brother

#6
Flambrose

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Nice to see the chain lightning isn't setting off phantom detonations.

I might have an explanation for Cyonan's results with incendiary ammo and chain overload.. If the two/three targets primed by incendiary ammo were in close proximity, and they were all hit by the first FE, the fire explosion DoT might have prevented further FEs on the remaining "primed" targets. FE DoT seems to block Incendiary from priming.

#7
tthw

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VerySeed wrote...

Does it set up 2/3 tech bursts, or only set them off?


Ty correct me if I'm wrong here.  Overload can set up 2/3 tech bursts, however it is hard to set the 2/3 off, because overload and cluster grenades are the only powers that can set off multiple bursts/explosions in a single cast.  

#8
himohillo

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www.youtube.com/watch

Snap freeze and chain Overload destroy everything.

Modifié par himohillo, 29 novembre 2012 - 09:46 .


#9
Guest_Lord_Sirian_*

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And that's why 3 chain overload is the best. :D

#10
corlist

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 We actually did do a triple chain test (SF + overload). That stuff is here.

#11
Poison_Berrie

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VerySeed wrote...

Does it set up 2/3 tech bursts, or only set them off?

It only sets up one tech-burst. Probably the effect is only on the first hit (neural shock also only works on the first target).

#12
HolyAvenger

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That extra damage on shields on the 6th evo is always so hard to pass up, but you make a fair point OP.

#13
corlist

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Poison_Berrie wrote...

VerySeed wrote...

Does it set up 2/3 tech bursts, or only set them off?

It only sets up one tech-burst. Probably the effect is only on the first hit (neural shock also only works on the first target).


More accurately, neural shock works only on the first unprotected target hit in the chain.

#14
LuckyBullet95

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This is actually old news to me and the majority of people I play with. Good post nonetheless. Hopefully this helps a few (and it already seems to have done exactly that).

#15
polymphus

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It's pretty great. I followed a Paladin around Goddess/Cerberus/Gold today. Snap Freeze --> Overload made a hell of a mess. I was his trusty detonation robot. :3

#16
Tybo

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Flambrose wrote...

Nice to see the chain lightning isn't setting off phantom detonations.

I might have an explanation for Cyonan's results with incendiary ammo and chain overload.. If the two/three targets primed by incendiary ammo were in close proximity, and they were all hit by the first FE, the fire explosion DoT might have prevented further FEs on the remaining "primed" targets. FE DoT seems to block Incendiary from priming.


That is a good theory, and I believe it is possible.  Can't say anything for sure though.

tthw wrote...

VerySeed wrote...

Does it set up 2/3 tech bursts, or only set them off?


Ty correct me if I'm wrong here.  Overload can set up 2/3 tech bursts, however it is hard to set the 2/3 off, because overload and cluster grenades are the only powers that can set off multiple bursts/explosions in a single cast.  


This is pretty much true.  Overload should serve as an AoE primer.  It is difficult to test though, as you can't detonate it with overload, the best detonator.

I suspect that biotic slash, electric slash, and shockwave can as well.  However, these will be difficult to test, as they will work with each mini-explosion counting as 1 detonator.  To do a multiple detonation, the targets will have to be far enough apart that they aren't hit by the same explosion but close enough that the tech combo can hit both.  This will be...difficult.

himohillo wrote...

www.youtube.com/watch

Snap freeze and chain Overload destroy everything.


I know, I was part of that run.

#17
Guest_Lord_Sirian_*

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HolyAvenger wrote...

That extra damage on shields on the 6th evo is always so hard to pass up, but you make a fair point OP.

 

The extra shield damage is misleading. It is NOT actually 100% extra damage. I believe (correct me if I'm wrong, guys) it merely changes overload's damage bonus vs shields from 300% to 400%. So it is effectively only +25% damage.

Considering Overload strips nearly all shields in one hit WITHOUT that extra damage, I see no reason to take it ahead of the third chain.

#18
LuckyBullet95

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corlist wrote...

Poison_Berrie wrote...

VerySeed wrote...

Does it set up 2/3 tech bursts, or only set them off?

It only sets up one tech-burst. Probably the effect is only on the first hit (neural shock also only works on the first target).


More accurately, neural shock works only on the first unprotected target hit in the chain.


That's actually less accurate. Relix tested Neural Shock, it seems to boost the overall damage of Overload against Organics regardless of shields. Neural Shoock therefore only works if the enemy isn't Geth, an ATLAS or a Turret.

#19
jaydubs67

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tthw wrote...

VerySeed wrote...

Does it set up 2/3 tech bursts, or only set them off?


Ty correct me if I'm wrong here.  Overload can set up 2/3 tech bursts, however it is hard to set the 2/3 off, because overload and cluster grenades are the only powers that can set off multiple bursts/explosions in a single cast.  


Shockwave, smash, biotic/electric slash, multi-frags, and split evolution homing grenades all set off more than 1.  

#20
Tybo

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LuckyBullet95 wrote...

This is actually old news to me and the majority of people I play with. Good post nonetheless. Hopefully this helps a few (and it already seems to have done exactly that).


I thought so as well, but Cyonan did a test in which he came to the conclusion that the second and third explosions were cosmetic only.  I wasn't quite convinced, so I proceeded with these tests.  Flambrose mentions a possible reason why Cyonan's test worked as it did.

#21
polymphus

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If you're trying to optimise your overload for shield damage/chaining you want Chain Overload (4), Neural Shock (5), Shield Damage (6).

You really, really want neural shock. I don't remember the specifics of it but someone ran the numbers and it gives you some weird damage bonus against organics' shields. The recharge speed only nets you 0.2-0.4s anyway.

#22
HolyAvenger

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Lord_Sirian wrote...

HolyAvenger wrote...

That extra damage on shields on the 6th evo is always so hard to pass up, but you make a fair point OP.

 

The extra shield damage is misleading. It is NOT actually 100% extra damage. I believe (correct me if I'm wrong, guys) it merely changes overload's damage bonus vs shields from 300% to 400%. So it is effectively only +25% damage.

Considering Overload strips nearly all shields in one hit WITHOUT that extra damage, I see no reason to take it ahead of the third chain.


Oh? I never actually bothered testing that, just assumed the in game writing was accurate.

Well then I just might have to respec all my engineers and TGI and TSent etc with chain overload.

#23
Tybo

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Lord_Sirian is incorrect. See here:
http://social.biowar...5086/4#13989479

#24
Guest_Lord_Sirian_*

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HolyAvenger wrote...

Lord_Sirian wrote...

HolyAvenger wrote...

That extra damage on shields on the 6th evo is always so hard to pass up, but you make a fair point OP.

 

The extra shield damage is misleading. It is NOT actually 100% extra damage. I believe (correct me if I'm wrong, guys) it merely changes overload's damage bonus vs shields from 300% to 400%. So it is effectively only +25% damage.

Considering Overload strips nearly all shields in one hit WITHOUT that extra damage, I see no reason to take it ahead of the third chain.


Oh? I never actually bothered testing that, just assumed the in game writing was accurate.

Well then I just might have to respec all my engineers and TGI and TSent etc with chain overload.

 

Well tyhw has just informed me via PM that the last evo is actually better than I made it out to be with that explanation (that is to say, my explanation is incorrect).

But he also agrees it's hard to pass up the extra chain. :wizard:

#25
Guest_MastahDisastah_*

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Lord_Sirian wrote...

HolyAvenger wrote...

That extra damage on shields on the 6th evo is always so hard to pass up, but you make a fair point OP.

 

The extra shield damage is misleading. It is NOT actually 100% extra damage. I believe (correct me if I'm wrong, guys) it merely changes overload's damage bonus vs shields from 300% to 400%. So it is effectively only +25% damage.

Considering Overload strips nearly all shields in one hit WITHOUT that extra damage, I see no reason to take it ahead of the third chain.


You're wrong.
Shield damage at level 6 applies a 200% of the overload base damage to shields and barriers of organic creatures, and a 300% bonus vs syntethic.
That means an overload that does 300 base damage with shield damage does 1500 vs a centurion, and 1800 vs a geth hunter.
Neural shock provides an additional 300% damage vs barriers and shields of organics, putting the multiplicator to 8x of the base damage, which allows you to strip a phantom shield on gold on a single cast.

EDIT: it's not a personal attack though :wizard:

Modifié par MastahDisastah, 29 novembre 2012 - 10:03 .