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.