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Powers and their Hidden Attributes - Updated for Reckoning


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#51
Catastrophy

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geroni24 wrote...

how does force affect damage? might be a noob question but thats what im am, a noob


Force is, well the force, that is applied to enemies in form of impact, er, force.

What you need to know is:
The higher the force, the more likely the enemy gets staggered. Phantoms have a threshold of 1000 N, IIRC. Apply enough force to a banshee and she let's go your mate from her hug. Anything beside swarmers and Cerbie Turrets can be staggered. Stagger buys you time to finish off pesky Phantoms or escape from tricky situations. It effectively pins down the enemy (Falcon gun is a stagger beast, e.g.).

Edit: Enough force will also throw stuff around. Enemies take damage upon hitting an obstacle. Don't ask (edit: me) for numbers. Big enemies are usually immune to be thrown around (Although there are still rumours about a Biotic God being able to toss Dreadnoughts around).

Modifié par dr_random, 06 décembre 2012 - 01:55 .


#52
Richter Harken

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Powers with the ability to launch and ragdoll, generally cause additional damage if the ragdolling takes place, based on the amount of force. (?)

Throw and Shockwave, for example deal an initial damage burst on impact, and then a second amount when the ragdolled enemy hits a surface. The total damage dealt is far in excess of what the damage + 10% force number would suggest.

For example, the way I spec my human sentinel, throw causes 330 damage and 1470 force.
When I use it on a shielded centurion, it takes off a small bit off his shield bar, consistent with 330 + 147 damage.

However, it kills unprotected gold husks in one shot, which means at least 928 damage is being dealt.

Modifié par Richter Harken, 06 décembre 2012 - 01:57 .


#53
Blissey1

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Tactical Scan
> Instantly kills Geth Prime Turrets and Drones, and Swarmers


Really? It's not that it's doing a miniscule amount of damage, it's jsut hard coded to insta-kill those particular units? That's...rather odd.

Snap Freeze
> Can hit upto 3 targets
> Base force of 250N
> Cryo Explosions set up by Snap Freeze deal 2x damage.

Woah, the devs really do hate Cryo Blast!

#54
llandwynwyn

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Thanks for all the info, Cyonan.

#55
Arppis

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Nothing in concusive shot? Soldier's greatest power?

#56
Wingheaven7

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FYI.

Sticky grenades take on the properties of whatever ammo consumables you have equipped and apply the affect as soon as it hits a target.

Can be used to prime for tech bursts, fire and cryo explosions.

Not sure what if anything the other ammo types will do.

#57
Wingheaven7

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One more, and not 100% but tested this against pyros using a predatorX and in another game primes using a carnifax X

Stasis....taking the debuff option at 6 seems to work on armored targets even though they don't get stopped.

PredatorX chest shots to kill pyro on bronze was about 13 or 14. Using heavy barrel, armor piercing mod and the minimal weapons passive in the Asari adepts tree, think its 5%.
With stasis applied once, took about 8-9 shots.

Also tests on an atlas with a carnifax X, same setup. Tis time for head shots only. Took about 3-4 less shots to kill it with one application of stasis. Did not recast, even after the time duration wore off.

#58
-Sxx-

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I know you said this isn't about bugs but the one which affects Overload should be mentioned as it does change the powers attrbutes. I can't rememer what it is but I do remember reading about it and it's reasonably significant. 

#59
Barge6000

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Thanks for the effort, we are lucky to have you in the community

#60
Heggy

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Cyonan wrote...

Blade Armour
> Deals force equal to 200% of damage


Hmm. When people are talking about Blade Armour being bugged, is it possible that this is all that it is doing?
It doesn't actually return damage, it only returns force?

Meaning if some melee attack has 2000 base damage, 4000N of force is returned = 400 damage?

#61
peddroelm

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Wingheaven7 wrote...

FYI.

Sticky grenades take on the properties of whatever ammo consumables you have equipped and apply the affect as soon as it hits a target.

Can be used to prime for tech bursts, fire and cryo explosions.

Not sure what if anything the other ammo types will do.


a side note is - sticky grenade will also detonate the very tech bursts, fire and cryo explosions it primes ... (rather unique in that regard) ... Also the ammo damage will sufer hipfire damage penalty when throwing the sticky grenades  with a sniper rifle active without using zoom mode ...

Modifié par peddroelmz, 06 décembre 2012 - 02:47 .


#62
cgtrfghj7

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I'm probably reading it wrong but,
Inferno grenades:
You're saying that a single grenade thrown cannot have its different shrapnel apply more than one DOT stack on a target but throwing more than one grenade will apply stacked DOT?
(I think this is the case cause I've gotten inferno nade killstreaks against reapers)

#63
BjornDaDwarf

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Wingheaven7 wrote...

Stasis....taking the debuff option at 6 seems to work on armored targets even though they don't get stopped.


If that's true, then Stasis would be the best single target debuffer in the game.  Fascinating, may have to play with that.  Hard thing might be to make sure that you aren't accidently scoring more critical hits on one versus another.  Would want to make sure that you were scoring body shots on a Prime or arm shots on an Atlas. 

I rarely take Stasis up to Rank 6, never though to try that.

#64
Wingheaven7

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peddroelmz wrote...

Wingheaven7 wrote...

FYI.

Sticky grenades take on the properties of whatever ammo consumables you have equipped and apply the affect as soon as it hits a target.

Can be used to prime for tech bursts, fire and cryo explosions.

Not sure what if anything the other ammo types will do.


a side note is - sticky grenade will also detonate the very tech bursts, fire and cryo explosions it primes ... (rather unique in that regard) ... Also the ammo damage will sufer hipfire damage penalty when throwing the sticky grenades  with a sniper rifle active without using zoom mode ...


human and qfi just got a whole lot more interesting.

#65
RaptorSolutions

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Don't Dark Channel like always staggers mooks or something?

#66
Wingheaven7

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BjornDaDwarf wrote...

Wingheaven7 wrote...

Stasis....taking the debuff option at 6 seems to work on armored targets even though they don't get stopped.


If that's true, then Stasis would be the best single target debuffer in the game.  Fascinating, may have to play with that.  Hard thing might be to make sure that you aren't accidently scoring more critical hits on one versus another.  Would want to make sure that you were scoring body shots on a Prime or arm shots on an Atlas. 

I rarely take Stasis up to Rank 6, never though to try that.

Thanks for the insight, never thought about critical hits before. Does body shots on a prime guarantee that you will not get critical hits. Can I test with any weapon, say if I use a widow X with my Asari and only do body shots. If so I will test later today and post results, unless someone else is free and wants to test and post before I am free to. Would love to be able to confirm this ASAP.

#67
BjornDaDwarf

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Wingheaven7 wrote...

Thanks for the insight, never thought about critical hits before. Does body shots on a prime guarantee that you will not get critical hits. Can I test with any weapon, say if I use a widow X with my Asari and only do body shots. If so I will test later today and post results, unless someone else is free and wants to test and post before I am free to. Would love to be able to confirm this ASAP.


Body shots on a Prime are probably the easiest way to do it.  A nice single, hard hitting weapon would be the easiest to see the damage difference. 

I won't be able to play with it until tonight, if I even play tonight.  

#68
Catastrophy

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RaptorSolutions wrote...

Don't Dark Channel like always staggers mooks or something?


I think so. Also:

Reave
Staggers enemies (mook level, not sure about the armoured ones right now)

Sabotage
Staggers enemies (mook level, again not sure about the armoured ones right now)

#69
Ronnie Blastoff

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Relix28 wrote...


Ugh. Maybe instead of whining and getting worked up over nothing, you could do a very simple test.

-Start a game on silver/geth. Leave one rocket trooper alive on wave 1.
-Get shot by the rocket without using BC beforehand.
-Then get shot by the rocket after using biotic charge (make sure it's in the 4 second DR window).
-Compare damage taken and find out that DR works just fine.


OR or or or or.... or

you could read my post, and next time stay out of people who know how to reads business. I've done the "test", I've been a vanguard surely before you have, (one of the 1st 20 people playing the demo surely I remember because there were only 3~4 lobbies at the time with the same people) Next time read and COMPREHEND, read and UNDERSTAND, read and THINK OUTSIDE OF WHAT YOU READ TO SEE FROM DIFFERENT ANGLES.

Getting worked up and whining? Only "wine" I know is the dance the jamacian girls do.

Notice the part where I ask "host only" "Pc only" its because I've played vanguard enough to notice NO DIFFERENCE in DR with a BC. Next time before trying to point out things about my character that you don't know, think outside the box and shhhhhhhh.
And this is why I don't mind being a dickies online :innocent:

*Now I do appreciate the point you made of "silver," If its only
noticeable on silver it may be the issue, I've played under 20 games of
anything but gold and platinum since release, even after "Mass Effect
Challenge" was done. Even if it does work on silver (and I'm digit sacraficingly sure it doesnt)... doesn't help me any, I'll give it a try later on today.

#70
Tonymac

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I find this read to be most helpful!

Thank you.

If only the devs could do good work like this

#71
PeskySquirrel

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Someone made a post about the rank 6 evolution of inferno grenades where they confirmed from bioware that the extra shrapnel currently does nothing. The only benefit of the shrapnel evolution is basically extra radius.

#72
Arctican

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BjornDaDwarf wrote...

Wingheaven7 wrote...

Thanks for the insight, never thought about critical hits before. Does body shots on a prime guarantee that you will not get critical hits. Can I test with any weapon, say if I use a widow X with my Asari and only do body shots. If so I will test later today and post results, unless someone else is free and wants to test and post before I am free to. Would love to be able to confirm this ASAP.


Body shots on a Prime are probably the easiest way to do it.  A nice single, hard hitting weapon would be the easiest to see the damage difference. 

I won't be able to play with it until tonight, if I even play tonight.  


I hope that's true. If so, the Volus and Asari Adept would have serious debuffing abiltiies.

#73
Ronnie Blastoff

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dr_random wrote...

geroni24 wrote...

how does force affect damage? might be a noob question but thats what im am, a noob


Force is, well the force, that is applied to enemies in form of impact, er, force.

What you need to know is:
The higher the force, the more likely the enemy gets staggered. Phantoms have a threshold of 1000 N, IIRC. Apply enough force to a banshee and she let's go your mate from her hug. Anything beside swarmers and Cerbie Turrets can be staggered. Stagger buys you time to finish off pesky Phantoms or escape from tricky situations. It effectively pins down the enemy (Falcon gun is a stagger beast, e.g.).

Edit: Enough force will also throw stuff around. Enemies take damage upon hitting an obstacle. Don't ask (edit: me) for numbers. Big enemies are usually immune to be thrown around (Although there are still rumours about a Biotic God being able to toss Dreadnoughts around).


Sad thing is you have to of had "not" made her stagger to prevent her from greasy fingering your buddy. A shot to the head with a paladin X, Black widow/widow Claymore wraith usualy makes her stagger/let go your buddy, but if your ally is getting the goods before the immunity wears off he/she is good as dead unless you rocket the sexy lady.

I've actually been noticing "especially on atluses" that there are ways to "get around" immunity with the "weakspots" on certain enemies.

Atlus for ex.

Shoot in cockpit or w/e to cause it to stagger, won't get any staggering effect for at least 4~7 seconds (not sure exact time)
If you stagger an atlus, then after its animation completes, you shoot off its shoulder/****** plate and break it off, it gets staggered again. Even if its mid sync-kill/rocket launching animation.
I've learned to use this on brutes/scions as well to "slow down fire comming my teams way."

#74
himegoto

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himegoto wrote...

Nice one. glad I see it
Adding it to my sig.

And if anyone know this, why doesn't throw ragdolls phantoms at over 1000N ?



#75
Wingheaven7

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himegoto wrote...

himegoto wrote...

Nice one. glad I see it
Adding it to my sig.

And if anyone know this, why doesn't throw ragdolls phantoms at over 1000N ?


my guess is phantoms have a higher resistance to the Rag doll effect, plus they resist powers really well, to the point of negating most of them flat out. Only things I've seen send a phantom flying: krogans heavy melee, acolyte as a killing shot, lift grenades or biotic explosions.

Modifié par Wingheaven7, 06 décembre 2012 - 05:29 .