Volus melee/shield boost mechanics
#26
Posté 13 décembre 2012 - 07:27
#27
Posté 26 janvier 2013 - 09:01
Modifié par tyhw, 26 janvier 2013 - 09:16 .
#28
Posté 26 janvier 2013 - 09:35
kaecyus wrote...
So if I hit shield boost then drop the shell, I'm technically invulnerable for 6 seconds if I spec it as such?
No, although you will recieve about 64% DR (accounting for Out of Cover enemy damage bonus) while the SB DR duration lasts, and you also sustain Shell.
You will receive about 1 second of invulnerability on the activation of both powers, which cancels some synch-kills. When well-timed, you can intermittently have temporary invulnerability, while cycling through both powers.
The timing is a little tricky, but you can absorb Brute Melee indefinitely that way. Technically, though, you are periodically vulnerable, so it matters when you use the ability during an enemies targeting/attack cycle.
#29
Posté 26 janvier 2013 - 09:37
Jeremiah12LGeek wrote...
kaecyus wrote...
So if I hit shield boost then drop the shell, I'm technically invulnerable for 6 seconds if I spec it as such?
No, although you will recieve about 64% DR (accounting for Out of Cover enemy damage bonus) while the SB DR duration lasts, and you also sustain Shell.
You will receive about 1 second of invulnerability on the activation of both powers, which cancels some synch-kills. When well-timed, you can intermittently have temporary invulnerability, while cycling through both powers.
The timing is a little tricky, but you can absorb Brute Melee indefinitely that way. Technically, though, you are periodically vulnerable, so it matters when you use the ability during an enemies targeting/attack cycle.
Actually, melee DR is 75%. Shield Boost DR is 50%. So you get 125% listed DR, or about 89% DR.
#30
Posté 26 janvier 2013 - 09:45
tyhw wrote...
Actually, melee DR is 75%. Shield Boost DR is 50%. So you get 125% listed DR, or about 89% DR.
Really? Wow!
I had always thought it was 50%.
I usually use it for the Invulnerability frames, and then drop it to roll or run. Maybe I should be leaving it up longer.
#31
Posté 27 janvier 2013 - 03:45
Jeremiah12LGeek wrote...
tyhw wrote...
Actually, melee DR is 75%. Shield Boost DR is 50%. So you get 125% listed DR, or about 89% DR.
Really? Wow!
I had always thought it was 50%.
I usually use it for the Invulnerability frames, and then drop it to roll or run. Maybe I should be leaving it up longer.
The Volus decription lists the maximum DR from all sources at 90%. Do you know if that's before, or after Out of Cover is factored in?
#32
Posté 31 janvier 2013 - 05:24
What do you mean with sustaining? Does this mean deploying a new shell after the first one exploded will not grant you invulnerability?corlist wrote...
- The approximate duration of invulnerability for the shell is 0.9-1 seconds upon deployment. Sustaining the shell will not grant further invulnerability even upon new triggers.
#33
Posté 31 janvier 2013 - 05:27
- Terminator Force aime ceci
#34
Posté 31 janvier 2013 - 05:29
Chris Schanche wrote...
The way this works is that you get a brief max damage reduction, which then starts ticking down. IE the longer you hold the heavy melee the less damage reduction it's granting. This gives you an initial invulnerability window, but steadily less protection the longer you sit in it.
so its kinda like doing drugs or drinking alcohol=]
#35
Posté 31 janvier 2013 - 05:34
Chris Schanche wrote...
The way this works is that you get a brief max damage reduction, which then starts ticking down. IE the longer you hold the heavy melee the less damage reduction it's granting. This gives you an initial invulnerability window, but steadily less protection the longer you sit in it.
You can use it to indefinitely tank certain armoured units, if you time your invincibility frames correctly you can survive endlessly versus atlas, primes, clusters of up to 3 platinum level pyros... It's a really useful tool.
I call it the volus love bubble.
Modifié par Annomander, 31 janvier 2013 - 05:35 .
#36
Posté 31 janvier 2013 - 05:36
Annomander wrote...
Chris Schanche wrote...
The way this works is that you get a brief max damage reduction, which then starts ticking down. IE the longer you hold the heavy melee the less damage reduction it's granting. This gives you an initial invulnerability window, but steadily less protection the longer you sit in it.
You can use it to indefinitely tank certain armoured units, if you time your invincibility frames correctly you can survive endlessly versus atlas, primes, clusters of up to 3 platinum level pyros... It's a really useful tool.
I call it the volus love bubble.
you can still get grabbed while in the bubble
#37
Posté 31 janvier 2013 - 05:37
thewalrusx wrote...
you can still get grabbed while in the bubble
Only, atlas melee animations are incredibly predictable so their grabs are easy to avoid. Simply rolling backwards when they begin their melee animation mitigates any risk of being sync killed.
#38
Posté 31 janvier 2013 - 05:53
Annomander wrote...
Chris Schanche wrote...
The way this works is that you get a brief max damage reduction, which then starts ticking down. IE the longer you hold the heavy melee the less damage reduction it's granting. This gives you an initial invulnerability window, but steadily less protection the longer you sit in it.
You can use it to indefinitely tank certain armoured units, if you time your invincibility frames correctly you can survive endlessly versus atlas, primes, clusters of up to 3 platinum level pyros... It's a really useful tool.
I call it the volus love bubble.
The absolute best way to play the Volus IMO, a super tank
#39
Posté 23 février 2015 - 08:13
Sorry to necro a thread going into its third year, but I recently read about the Shield Boost DR cap not working and sort out its origin. I tested this fact with a few friends recently, we all played Volus and huddled together for damage immunity. It is my understanding that a total of 140% DR is needed out of cover to obtain invulnerability, and with three Voluses we should go beyond that. However where all players off-host* took no damage from trooper enemies, Scions and Praetorians destroyed the lot of us.
Confused by this, I took the time to test the Scions and Praetorians alone. I rolled out my Batarian Brawler against them in bronze and found that my 150% DR (25% BA, 50% BC, 75% HM) was successful in shrugging off their attacks. So my question is; why did the Voluses fail? Granted the Volus team went up against gold Collectors; but 200% DR, is 200% DR right?
*My friend who hosted the match claimed that the troopers were still doing a little bit of damage to him, but he is a troll.
- Smehur aime ceci
#40
Posté 24 février 2015 - 11:45
I'll bump this one more time.
#41
Posté 25 février 2015 - 01:14
we all played Volus and huddled together for damage immunity.
I'm really sorry that I have nothing constructive to add in regard to the specific mechanics of Volus damage reduction, but I just want to say I find the above image quite endearing, and would add that in my imagination they were all Mercs, so there were actually 8 of them huddled together. I think HeroicMass may have a video along those lines to rival some of yours.
I also admire your devotion to the game after all this time, and now regard you as a kind of Welsh Charlie Brooker type, in the sense that you do these crazy tests and vids so that the rest of us don't have to, like he does with Screenwipe.
- Smehur et Bwnci aiment ceci
#42
Posté 25 février 2015 - 02:00
Sorry to necro a thread going into its third year, but I recently read about the Shield Boost DR cap not working and sort out its origin. I tested this fact with a few friends recently, we all played Volus and huddled together for damage immunity. It is my understanding that a total of 140% DR is needed out of cover to obtain invulnerability, and with three Voluses we should go beyond that. However where all players off-host* took no damage from trooper enemies, Scions and Praetorians destroyed the lot of us.
Confused by this, I took the time to test the Scions and Praetorians alone. I rolled out my Batarian Brawler against them in bronze and found that my 150% DR (25% BA, 50% BC, 75% HM) was successful in shrugging off their attacks. So my question is; why did the Voluses fail? Granted the Volus team went up against gold Collectors; but 200% DR, is 200% DR right?
*My friend who hosted the match claimed that the troopers were still doing a little bit of damage to him, but he is a troll.
That probably happens because shield boost's DR decreses smoothly over time.
#43
Posté 25 février 2015 - 03:43
That probably happens because shield boost's DR decreses smoothly over time.
So you don't get a 50% DR for 6 seconds as stated either? That may be the answer; but if by "smoothly" you mean evenly, then it would still take 2 seconds before we lost invulnerability. I could swear we all Shield Boosted no more than a second before we were hit.
Still the reason I did this test was because a subscriber brought it up while we were discussing DR. I told my mate about it after, and he was like; "bullshit!"... So we took a look. The "March of the Volus" would make an interesting documentary though.
#44
Posté 25 février 2015 - 03:58
So you don't get a 50% DR for 6 seconds as stated either? That may be the answer; but if by "smoothly" you mean evenly, then it would still take 2 seconds before we lost invulnerability. I could swear we all Shield Boosted no more than a second before we were hit.
Still the reason I did this test was because a subscriber brought it up while we were discussing DR. I told my mate about it after, and he was like; "bullshit!"... So we took a look. The "March of the Volus" would make an interesting documentary though.
Maybe shield boost DR do not stack
#45
Posté 25 février 2015 - 04:27
Maybe shield boost DR do not stack
I would say that this is the answer.
What I recall as a 'fact' is that Shield Boost's DR stacks with other sources of DR. So the Justicar's bubble or the Volus's own heavy melee* would allow you to get the total close to 140% -- as would things like Tech Armor or Fortification on adjacent characters.
Another possibility is that DR works better vs low damage attacks like weapon fire and less so against big damage. This could either be due to round off errors erasing fractional damages or because DR calculations are a bit fudged/variable. Some of the early playtesting around DR noted variability in damage taken for identical attacks vs. consistent DR levels. There are other examples of bad round-off decisions leading to bugginess in the game.
*I forget the exact mechanics of volus heavy melee. I think it starts as invulnerable and then reverts to decreasing DR over time.
#46
Posté 25 février 2015 - 04:38
*I forget the exact mechanics of volus heavy melee. I think it starts as invulnerable and then reverts to decreasing DR over time.
this is what is said up here, good recollection
The way this works is that you get a brief max damage reduction, which then starts ticking down. IE the longer you hold the heavy melee the less damage reduction it's granting. This gives you an initial invulnerability window, but steadily less protection the longer you sit in it.
#47
Posté 25 février 2015 - 04:49
The SB DR definitely stacks. As I said before, we made ourselves completely immune to Trooper fire and we only used SB. With that said, the only reason DR would be less effective against big damage is if you haven't got the health to front what you didn't cut off. At least that should be the case.
#48
Posté 25 février 2015 - 04:52
I m (bored) curious what your test "protocole" was... Did U coordinate to spam SB at the same time ?
Then, maybe splash damage or what shampoohorn said
#49
Posté 25 février 2015 - 05:06
The SB DR definitely stacks. As I said before, we made ourselves completely immune to Trooper fire and we only used SB. With that said, the only reason DR would be less effective against big damage is if you haven't got the health to front what you didn't cut off. At least that should be the case.
I am not saying your conclusions are incorrect. However, the damage mechanics of this game are complex and there are enough errors in the code to lead to lots of hard oddities. The warp/incendiary DOT bug is one example of this. In that context, there could be many reasons why DR ends up being less effective.
There are five or six PC players who might have had the tools and inclination to figure this out... about 12 months ago. A few still post so you might get lucky. If you haven't already done so, check out peddroelmz's mechanics thread which is linked in the resource thread at the top of the forum. There might be an answer in that (there usually is).
#50
Posté 25 février 2015 - 05:08
I m (bored) curious what your test "protocole" was... Did U coordinate to spam SB at the same time ?
Then, maybe splash damage or what shampoohorn said
Originally we didn't move from LZ and just spammed SB. The Troopers that attacked couldn't do anything. Then we went on to rinse the wave budget until there was just a Scion left, and afterwards a Praetorian. Against these enemies we Boosted together, about a second before they fired.
I am not saying your conclusions are incorrect. However, the damage mechanics of this game are complex and there are enough errors in the code to lead to lots of hard oddities.
I appreciate that, but my Batarian Brawler's DR was supposedly 50% lower and he successfully avoided damage. That would suggest DR can block the the Scion and Praetorian's attack if high enough.





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