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Chain Overload detonates a Tech Combo with each chain


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#26
Tybo

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jaydubs67 wrote...

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.  


In theory...but in practice, you will not get multiple detonations with those powers very often (except homing grenades, and sometimes multi-frags).  This is because an aoe power that hits a primed target will de-prime all targets it hits.  This makes aoe powers difficult to set off multiple bursts with.

Modifié par tyhw, 29 novembre 2012 - 10:02 .


#27
corlist

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LuckyBullet95 wrote...

corlist wrote...

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.


I was actually trying to say neural shock incapacitation. (If you overload a centurion and it jumps to a trooper, the trooper drops)
I do know that neural shock increases damage to organics and I even know that it's a separate hit in-game.

#28
LuckyBullet95

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tyhw wrote...

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.


Definately not cosmetic, and it also seems like a very accurate theory. You could always test it out. Fire Explosions do less DOT and, I'm not sure if it's the same for Inferno Nades, but they seem to overwrite DOT from Incendiary Ammo (Source - Tatty, I've never seen him give out information without evidence so I don't know 100% if there is any because I usually just trust him), so yeah, if the FE overwrites other DOT and you see it ticking at a slower rate (and can't detonate off of it) maybe there's something to Flambrose's theory.

I say maybe because it's often hard to test these things.

#29
Guest_Lord_Sirian_*

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MastahDisastah 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.


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:

 

Yeah I know. tyhw corrected me already. :P

#30
Tybo

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LuckyBullet95 wrote...

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.


Pretty sure he meant the neural shock stun effect.  

#31
LuckyBullet95

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corlist wrote...

LuckyBullet95 wrote...

corlist wrote...

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.


I was actually trying to say neural shock incapacitation. (If you overload a centurion and it jumps to a trooper, the trooper drops)
I do know that neural shock increases damage to organics and I even know that it's a separate hit in-game.


Oh, OK. Slight misinterpretation on my part.

#32
Flambrose

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tyhw wrote...

jaydubs67 wrote...

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.  


In theory...but in practice, you will not get multiple detonations with those powers very often (except homing grenades, and sometimes multi-frags).  This is because an aoe power that hits a primed target will de-prime all targets it hits.  This makes aoe powers difficult to set off multiple bursts with.


It's actually very easy to get multiple detonations off of Shockwave and Smash with Singularity, all in very close quarters. I don't think these are cosmetic either. I don't think Shockwave/Smash/ES/BS detonate once per "pulse" of the power, but I'm not sure if any tests have been done on them before now.

Modifié par Flambrose, 29 novembre 2012 - 10:07 .


#33
Guest_MastahDisastah_*

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Lord_Sirian wrote...
Yeah I know. tyhw corrected me already. :P


I'm slow in the morning -_-
Still, thanks OP for the tip, I'll use it soon :devil:

#34
Cyonan

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Interesting results.

Probable that Incendiary Ammo + FE DoT interfered in my test looking at these results. I recall issues with multiple fire DoTs and FEs while playing my QFE with Incendiary Rounds as well, so it makes sense thinking about it now.

Wouldn't have been range. Overload jump is 8 meters while FE is only 4, but the target was damaged by the first FE.

Good to know either way.

#35
Tybo

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Flambrose wrote...



It's actually very easy to get multiple detonations off of Shockwave and Smash with Singularity, all in very close quarters. I don't think these are cosmetic either. I don't think Shockwave/Smash/ES/BS detonate once per "pulse" of the power, but I'm not sure if any tests have been done on them before now.


Thanks for the info.  I agree that they are unlikely to be cosmetic.  When testing with things like Biotic Charge, Nova, and Cluster Grenades, we really had to work for the multiple detonations, so I assumed the others would too.  I don't actually use ES or BS, and rarely use Smash or Shockwave, so I hadn't noticed

#36
VerySeed

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Ok thanks for all the info everyone.

#37
Operator m1

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I thought everyone with chain overload just followed N7 paladins around ever since the cryo/fire explosion change and found this out already... I know I did... easiest gold missions ever.

#38
Tybo

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Cyonan wrote...

Interesting results.

Probable that Incendiary Ammo + FE DoT interfered in my test looking at these results. I recall issues with multiple fire DoTs and FEs while playing my QFE with Incendiary Rounds as well, so it makes sense thinking about it now.

Wouldn't have been range. Overload jump is 8 meters while FE is only 4, but the target was damaged by the first FE.

Good to know either way.


I assumed you weren't stupid:D

That's why I liked Flambrose's explanation.  I was trying my own best to figure out why my own experiences differed from yours

#39
Dunvi

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This is why I spec for triple chain on my GE. I'm never concerned about barriers/shields, I've always been much more interested in crowd control. Without an explosion, triple chain is still amazing in that regard. With an explosion, it's unbeatable. Pyro/Paladin + overload = easy mode.

#40
jaydubs67

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Flambrose wrote...

tyhw wrote...

jaydubs67 wrote...

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.  


In theory...but in practice, you will not get multiple detonations with those powers very often (except homing grenades, and sometimes multi-frags).  This is because an aoe power that hits a primed target will de-prime all targets it hits.  This makes aoe powers difficult to set off multiple bursts with.


It's actually very easy to get multiple detonations off of Shockwave and Smash with Singularity, all in very close quarters. I don't think these are cosmetic either. I don't think Shockwave/Smash/ES/BS detonate once per "pulse" of the power, but I'm not sure if any tests have been done on them before now.


Well, I believe shockwave and the slashes both have 3 target limits, and smash has a 2 target limit unless you take the radius evolution.  I'm guessing (and I could be wrong here) that each pulse can only hit one target, so the other primed targets never get their affects wiped without an actual detonation.  Compare with grenades and such that have no target limit.  

In any case, singularity -> shockwave very frequently results in multiple detonations, as does things like snap freeze -> slash power.  And I even seem to get multiple detonations pretty often from reave -> cluster grenades, which seems like it shouldn't work if they really de-primed targets.  Can you post a link of where the de-priming test info is located?  

And then there's the throwing twice for tech combo -> biotic combo trick.  And that definitely works.  Hm...  need to read the testing.  

#41
Operator m1

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Dunvi wrote...

This is why I spec for triple chain on my GE. I'm never concerned about barriers/shields, I've always been much more interested in crowd control. Without an explosion, triple chain is still amazing in that regard. With an explosion, it's unbeatable. Pyro/Paladin + overload = easy mode.


1 bounce is enough. 2 bounces feels way too situational to warrant the damage loss.

#42
Tybo

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Yeah, I believe you guys. I was just guessing from my own previous tests. I don't actually use either slash, and only use shockwave/smash occasionally, so I hadn't noticed.  And Reave>Cluster grenade does happen, but it is difficult.  The targets do need to be fairly well apart.

Anyway, here's the link
http://social.biowar.../index/14889947

Modifié par tyhw, 29 novembre 2012 - 10:26 .


#43
Flambrose

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Well, I don't think smash has any discernable pulses at all. It feels more like a straight up AoE detonator. I'm thinking the pulses of Shockwave and the slashes are just cosmetic. Hard to be sure either way.

As for cluster grenades, I think the results of the tests agree with my experiences with Reave and cluster grenades. Keep in mind that the noise from cluster grenades themselves might sound like a second BE going off along with the first.

#44
Dunvi

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Operator m1 wrote...

Dunvi wrote...

This is why I spec for triple chain on my GE. I'm never concerned about barriers/shields, I've always been much more interested in crowd control. Without an explosion, triple chain is still amazing in that regard. With an explosion, it's unbeatable. Pyro/Paladin + overload = easy mode.


1 bounce is enough. 2 bounces feels way too situational to warrant the damage loss.


I don't use it for damage. I use it almost solely for CC. It all depends on what you're expecting out of it - I pretty much only use GE for pairing up with a primer, which means (a) more detonations = MOAR AWESOME and (B) if I'm overloading non-primed targets, the more down the better because I need to GTFO.

It's also probably worth mentioning that I'm instinctively a spawn bomber. So there's almost always a target for all 3 chains.

NM you're on ps3. I really should go to bed. Must have been someone else with a similar name.

Modifié par Dunvi, 29 novembre 2012 - 10:31 .


#45
HolyAvenger

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But if you're doing techsplosions, that in itself counts as CC.

I take 2nd target, NS, Shields and find myself able to CC just fine even by myself as a GE (incendiary ammo). The Fire Explosion staggers and sets enemies around the one I've just killed on fire.

I dunno, I reckon the last rank is far too good to pass up especially on gold and plat PUGs.