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Powers and their Hidden Attributes - Updated for Reckoning


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#76
Relix28

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Ronnie Blastoff wrote...

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.


There is no thinking outside of the box here. There's only you being patently wrong and failing to understand the mechanics.

What a jackass.

#77
HLake

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Thanks a lot Cyonan!

#78
Reff42

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Shockwave
> Can hit upto 2 targets.

Is this per pulse? 

#79
Wingheaven7

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How do we get this stickied?

#80
Wingheaven7

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Reff42 wrote...


Shockwave
> Can hit upto 2 targets.

Is this per pulse? 

If by pulse you mean each, "jump" of shockwave then no.

Or..

If by pulse you mean each cast of shockwave, as in, there is a cool down between each use then yes.

#81
buthane22

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Another awesome topic Cyonan. Thank you so much!

#82
MetalDeggial

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Fantastic thread. More people need to know about this stuff d('- ' d)

#83
Riot Inducer

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very cool list! Surprised how much the Neural Shock evo of overload actually does. Removes half damage to health/armor AND gives you bonus damage vs. shields/barriers over armor.

#84
Richter Harken

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Wingheaven7 wrote...

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.


Throw can ragdoll and launch phantoms, you just need to catch her in the rare frames in which she cannot autblock. For example, in the middle of a sword swing, or a shieldless sideflip.

#85
Cyonan

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Got some updates in there based on what got posted here. Will do more when I get home.

Also added some notes for powers that aren't blocked by solid objects. Mostly the ones we knew about, plus Grenade explosions all aren't blocked by objects(though you obviously still can't throw the grenade through walls =P).

For the thing about stagger. Every unit has a stagger threshold where if a power does enough force to them they get staggered. Abilities like Dark Channel are able to stagger trash mobs because it does a small amount of base force, and trash mobs have very low thresholds.

For the stagger threshold values for units, you can find those in my enemy health spreadsheet in my sig.

Also, force does not affect the ability to ragdoll, but it does affect how far a target will fly when it is ragdolled, and how hard they hit solid objects(which affects how much damage they take from it). I've tried turning the force of Tech Armour up to 20k in SP and it still wouldn't ragdoll.

Modifié par Cyonan, 06 décembre 2012 - 07:27 .


#86
iOnlySignIn

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kipac wrote...

What's the FE priming duration of the Homing Grenade?
I think it's really short..

I think it's nonexistent.

I have a 66660 Demolisher with HG specced for burning damage. Played her through at least 200 Waves of Gold and 50 Waves of Platinum.

Not once was I able to kill anything with a FE without using Incendiary Ammo.

Modifié par iOnlySignIn, 07 décembre 2012 - 12:26 .


#87
Dimlor

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Sooo...Biotic Sphere can stagger EVERYTHING?
How many at once?
On another note does the damage one power does also add to the force?
My Turian Soldier Proximity Mine can't stagger some enemies whilst my Geth Infiltrator Proximity Mine
shot from cloak can stagger even Atlases.
They are specced the same way, radius-debuff-damage.

#88
Malanek

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This is useful information. Should be added into the sticky threads in the gameplay forum.

#89
Rolenka

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I would think Biotic Sphere would have a force of 0, not 1500N. Everything that enters is staggered? I haven't observed that. Are we talking about the warp evo?

Modifié par Rolenka, 07 décembre 2012 - 01:14 .


#90
Malanek

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Rolenka wrote...

I would think Biotic Sphere would have a force of 0, not 1500N. Everything that enters is staggered? I haven't observed that. Are we talking about the warp evo?

It might be just when you cast it next to something. It definitely doesn't stagger everything walking into it.


I'm also somewhat skeptical about the chance to howl on bloodlust. I don't think I have ever seen it happen on the first or second tier but have always seen it on the third. Is it possible this is in the ini file but just being ignored?

Modifié par Malanek999, 07 décembre 2012 - 01:19 .


#91
megabeast37215

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Threads like this is why Cyonan is my favorite poster on the Citadel.

#92
Guest_Lathrim_*

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megabeast37215 wrote...

Threads like this is why Cyonan is my favorite poster on the Citadel.


Eeeeeeeeyup.

#93
Learn To Love Yourself

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Cyonan, won't you have my babies?

#94
megabeast37215

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Cyonan, will you come F my sister?

#95
Learn To Love Yourself

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megabeast37215 wrote...

Cyonan, will you come F my sister?

Hmmm... weren't you the one who told me his sister passed away due to SIDS? 
Show Cyonan some respect.  I, for one, would never accuse him of being a pedonecrophiliac.  How dare you, sir?

#96
unclemonster

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Cyonan wrote...

I figured it would be nice for people if I put together a list of all the hidden things that are on abilties that they don't tell us about. Most of the times it's just hidden force or damage values, but occasionally you do get some nice side effect that people don't always know about.

This will be everything listed in game files. I'll update as we find more.

Note: This thread is not about recording bugs, so I'm not going to mention them.

For people wanting to discuss general balance(I would ask that you don't do it in this thread, however) all of these values were pulled from Coalesced files, so they can be changed in a weekly balance change. As a general rule, if the game lists an actual number(doesn't count if they spell it out, has to be a numeric value) in the tooltip then it most likely can be changed in a weekly balance change as far as powers go.

All weapons and powers have hidden damage modifiers against shields, barriers, and armour. Eric Fagnan has posted the entire list of them here(including a few other mechanics clarifications). These modifiers are not listed in the Coalesced files, and cannot be altered in a weekly balance change.

General
All of these apply to any relevant abilities, unless otherwise specified for the abilities themselves.

Force to Damage: 10% of force is converted to additional damage(note: It's possible this is not applying to every ability that has force)
Max Ragdoll Targets: Abilities that ragdoll can only ragdoll 1 target at a time. Freezing effects are considered ragdoll effects.
Max targets: For AoE abilities, if there is no specific max targets, it can hit an unlimited number of targets.

Biotics

Singularity
> May ragdoll 2 targets
> The lift effect has a 4 second duration

Warp
> 75% of the listed damage is applied up front, while the remaining 25% is applied over the duration
> Reduces armour by 25%(Increases to 50% with Pierce evolution)
> Base force of 250N

Shockwave
> Can hit upto 2 targets.
> Can go through solid objects

Stasis
> May ragdoll 2 targets(only can happen with Bubble evolution)
> Does 25 base damage
> Breaks after target takes 150 damage. This damage must be dealt to a health bar

Throw
> Deals 2x force to frozen targets
> Deals 50 base damage

Reave
> Base force of 150N

Pull
> Deals 100 base damage
> Base force of 200N
> Converts 15% of force to damage

Cluster Grenade
> Damage to already-listed targets applies to any target primed for a Biotic Explosion, not just lifted targets
> Throws 2 fragments(3 with evolution). Each fragment can hit an unlimited number of targets within 4 meters.
> Explosion can hit through solid objects

Biotic Sphere
> Base force of 1500N
> Deals 100 base damage

Lash
> Deals 1.4x force to Centurian
> Deals 0.02x force to Guardian with Shield. Deals 1.2x force to Guardian without Shield.
> Force reduced by 50% on shields/barriers with Shield Penetration Evolution

Smash
> Can hit upto 2 targets(3 with Impact Radius)
> Deals 2.5x force to Lashed targets.
> Can hit through solid objects

Annihilation Field
> Detonation has a 500N base force
> Detonation can hit upto 3 targets, and ragdoll upto 2
> Upto 2 targets can be ignited by the active effect at once.
> Detonation can hit through solid objects

Dark Channel
> Can jump upto 8 meters when the target dies
> Base force of 50N

Biotic Orbs
> Base force of 500N

Barrier
> Detonation can hit upto 4 targets and ragdoll upto 2
> Detonation has a base force of 500N

Lift Grenade
> Base force of 300N
> Slam evolution has a base force of 750N
> Explosion can hit through solid objects

Biotic Charge
> Grants 50% damage reduction for 4 seconds
> Deals 3x force to frozen targets
> Can hit upto 1 target(3 with Radius evolution)

Nova
> Can hit upto 3 targets
> Grants 1.5 seconds of full damage immunity(You can still be sync killed during immunity)
> Is not on the global cooldown
> Can hit through solid objects

Biotic Slash
> Can hit upto 3 targets and ragdoll 2.
> Has an "early hit" that deals 30% damage prior to the biotic effect. Hits targets within 2 meters of you.
> Can hit through solid objects




Combat Abilities

Frag Grenade
> Does 1500N base force
> Explosion can hit through solid objects

Carnage
> Deals 75% of the list damage up front, and the remaining 25% over 2 seconds.
> Does 300N base force

Inferno Grenade
> Throws 2 fragments(3 with evolution). Each fragment can hit an unlimited number of targets in a 2.5 meter radius.
> May only inflict 1 DoT effect per target
> Explosion can hit through solid objects

Proximity Mine
> Upto 1 mine active at once are allowed
> Does 300N base force
> Mines last for upto 30 seconds

Ballistic Blades
> Has 800N base force. Explosion evolution also does 800N base force
> Fires in a 90 degree angle cone in front of you (110 with evolution)

Blade Armour
> Deals force equal to 200% of damage
> Damage cannot exceed 2000.
> Can hit upto 3 targets

Bloodlust
> Applying a new stack gives you a chance to howl. You have a 5% chance at 1 stack, 20% at 2 stack, and 50% at 3 stack.
> Maximum number of stacks is 3

Devastator Mode
> Slows movement speed by 10%

Multi-Frag Grenade
> Throws 3 grenades(5 with evolution) that can hit an unlimited number of targets
> Explosion can hit through solid objects

Havoc Strike
> Grants 50% damage reduction for 4 seconds
> Does 3x force to frozen targets
> Can hit upto 1 target(3 with evolution)
> Strike AoE can hit through solid objects(You cannot charge through solid objects, however)

Stimulant Pack
> Grants full damage immunity for 1 second(You can still be sync killed during immunity)

Sticky Grenade
> Base force of 1500N
> Takes on the properties of any ammo powers you have. Damage dealt by this effect is based on weapon damage.
> Explosion can hit through solid objects

Phase Disruptor
> Base force of 800N
> Can hit upto 3 targets




Tech Abilities

Flamer 
> Minimum cooldown for ending the effect early is 1 second.
> Flamer applied stacks of the DoT effect. You can find an entire explanation of how this works here

Incinerate
> Deals 75% of the listed damage up front, and the remaining 25% over 3 seconds.
> Base force of 150N

Overload
> Deals 50% damage to organic health/armour(This penality is removed if you have the Neural Shock evolution)
> Chain Shock can jump to targets upto 8 meters away
> Prevents enemy shield regeneration for 8 seconds
> Tech Burst timing lasts for 5 seconds
> Neural Shock adds 300% damage to organic shields/barriers(This effectively is 1 free hit, due to the modifiers it naturally gets)

Cryo Blast
> Reduces armour by 25%(50% with Frozen Vulnerability)
> Base Force of 150N
> Can hit upto 2 targets(this can only happen if you take the radius upgrade, as the base radius is 0 meters)

Sentry Turret
> Rocket evolution fires 1 rocket every 3 seconds. Rockets do 300N base force and have a 2.5 meter radius
> The Turret will only fire rockets on targets farther than 5 meters away
> Shock evolution can shock once every 2 seconds, and does 1000N base force within 5 meters

Energy Drain
> Prevents enemy shield regeneration for 8 seconds
> Deals 50% damage to organic health/armour
> Tech Burst priming lasts for 3 seconds
> Can hit upto 2 targets

Decoy
> Has 50% damage reduction
> Shock evolution can shock once every 5 seconds, and does 450N base force.
> Explosion does 500N base force with a 4 meter radius

Geth Turret
> Primary attack has a 3 second cooldown and does 500N base force
> Healing effect has an 8 second base cooldown, and can heal within 8 meters of the turret

Tactical Scan
> Instantly kills Geth Prime Turrets and Drones, and Swarmers
> Unaffected by solid objects

Arc Grenade
> Base force of 1000N
> Tech Burst priming lasts for 4 seconds
> Explosion can hit through solid objects

Homing Grenade
> Base force of 1000N
> Explosion can hit through solid objects

Supply Turret
> Explosion deals 700 base damage and 500N base force

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

Tactical Cloak
> If cancelled early the cooldown is shorter
> Minimum cooldown for cancelling early is 3 seconds
> Will last 1 second after you take an action that beaks it. This delays the cooldown.

Sabotage
> The first hit will still benefit from the Vulnerability evolution
> Tech Bursts set up by Sabotage benefit from the Vulnerability evolution
> Base force of 50N

Tech Armour
> Detonation has a base force of 1000N

Electric Slash
> Can hit upto 3 targets
> Base force of 300N
> Has an "early hit" that deals 30% damage prior to the biotic effect. Hits targets within 2 meters of you.
> Can hit through solid objects


Quality, quality thread!!!!

Excellent work it is much appreciated!!!

#97
Imp of the Perverse

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Sabotage's tech debuff effects melee damage, is that just for infiltrator/omnitool melee, or for biotic melee as well?

#98
X-Frame

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tyhw wrote...

You should add that neural shock adds 3x damage to organic shields and barrier (effectively another hit) and that the final evolution adds 3x damage to synthetics and 2x damage to organics.


Which "final evolution" are you talking about? The Rank 6 Shield Damage evolution or the final Chain evolution?

#99
Kingston Atticus

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Now if only you could tell us why explosive ammo is so good on things other than the falcon and Saber.

#100
STRANGE10VE

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They really need to do a better job on some of the evolution descriptions. I never used to take the damage to lifted targets on cluster grenades. It's by far the best choice.