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Powers and their Hidden Attributes - Updated for Reckoning


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#126
I_pity_the_fool

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Imp of the Perverse wrote...

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


only the melee of QFIs.

#127
ka243

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So, snap freeze can freeze through walls, but flamer can't flame through walls. Correct?
Also, what's the conclusion on the best way to spec cluster grenades?

Modifié par ka243, 07 décembre 2012 - 02:00 .


#128
Deerber

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Excellent, thank you very much Cyonan!

One question, I apologize if it's been already asked... I was under the impression that the movement speed penalty for using devastator mode was 50%, not 10%. Am I wrong?

#129
Flambrose

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ka243 wrote...

So, snap freeze can freeze through walls, but flamer can't flame through walls. Correct?
Also, what's the conclusion on the best way to spec cluster grenades?


1) Yes. Flamer's visual effect goes through walls, but it won't do any damage. You may also need to aim a bit high if you're standing behind low cover.
2) On the Drell Adept, Damage/Damage Combo/Shrapnel is ideal. The lower radius is actually a good thing when it comes to detonating multiple BEs off one grenade toss, and the 100% damage boost on combo will double the total damage.

On DV and VSent, damage combo doesn't have much use. You're probably better off with the extra grenades unless you play with other biotics most of the time.

#130
X-Frame

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X-Frame wrote...

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?


Hey tyhw or anyone else that knows, can someone answer the above before I spec my Geth Engineer? Thanks!

#131
buthane22

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Hey Cyonan, is there any info about the Recon Mine? Kind of curious about that one...

#132
I_pity_the_fool

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buthane22 wrote...

Hey Cyonan, is there any info about the Recon Mine? Kind of curious about that one...


Recon Mine
> has an arming delay of 3 seconds
> is not blocked by walls or cover
> 1500N base force (enough to staggar a gold banshee)
> impacts a maximum of 5 targets
> There's a figure 'stopglowdelay' set to 2. Not sure what it does.

Also, you can detonate the mine off cooldown. But I'm sure you knew that.

#133
BjornDaDwarf

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Curious about the fact that Bubble deployment has both force and damage. Will it detonate a Burst/Explosion even without the Warp evolution, if you deploy it on top of a primed target?

#134
I_pity_the_fool

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BjornDaDwarf wrote...

Curious about the fact that Bubble deployment has both force and damage. Will it detonate a Burst/Explosion even without the Warp evolution, if you deploy it on top of a primed target?


Some people report being able to do that.

#135
buthane22

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I_pity_the_fool wrote...

buthane22 wrote...

Hey Cyonan, is there any info about the Recon Mine? Kind of curious about that one...


Recon Mine
> has an arming delay of 3 seconds
> is not blocked by walls or cover
> 1500N base force (enough to staggar a gold banshee)
> impacts a maximum of 5 targets
> There's a figure 'stopglowdelay' set to 2. Not sure what it does.

Also, you can detonate the mine off cooldown. But I'm sure you knew that.

Well, thank you there mate!

#136
Cyonan

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BjornDaDwarf wrote...

Curious about the fact that Bubble deployment has both force and damage. Will it detonate a Burst/Explosion even without the Warp evolution, if you deploy it on top of a primed target?


I can confirm that it does detonate BEs regardless of having the Warp Evolution(which I don't currently spec into)

Deerber wrote...

Excellent, thank you very much Cyonan!

One question, I apologize if it's been already asked... I was under the impression that the movement speed penalty for using devastator mode was 50%, not 10%. Am I wrong?


Game files say 10%.

It's pretty much impossible to tell if it's exactly 10%, but It's definately not as strong as 50%.

Also added Recon Mine and Shield Boost(hidden 1.5s damage immunity)

#137
jfruelas521

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Great post. Just two questions.

For this one:
Cluster Grenade
> Damage to already-listed targets applies to any target primed for a Biotic Explosion, not just lifted targets

So have I really been wrong to not take this evolution on my drell adept? Would clusters really give 100% damage bonus on anything I reave and then cluster?

And secondly
Overload
> Deals 50% damage to organic health/armour(This penality is removed if you have the Neural Shock evolution)
> Neural Shock adds 300% damage to organic shields/barriers(This effectively is 1 free hit, due to the modifiers it naturally gets)

So the Neural shock evolution is actually good? I always thought that was a terrible evolution.

#138
iOnlySignIn

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I always knew Neural Shock does double damage to Organics. I still never take that evolution, because:

(1) If you expect to kill enemies on Gold/Plat with Overload you're delusional. This power is for CC, in fact the best CC power in game.

(2) I'd rather not have neural shock mess up my easy headshots. I used to use the GPS on my Geth Engineer but now I've (sadly) moved on to weapons that can actually headshot.

Modifié par iOnlySignIn, 08 décembre 2012 - 01:30 .


#139
Grun7mas7er

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 Very useful. I'm posting a link to this thread.

#140
Cyonan

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jfruelas521 wrote...

Great post. Just two questions.

For this one:
Cluster Grenade
> Damage to already-listed targets applies to any target primed for a Biotic Explosion, not just lifted targets

So have I really been wrong to not take this evolution on my drell adept? Would clusters really give 100% damage bonus on anything I reave and then cluster?

And secondly
Overload
> Deals 50% damage to organic health/armour(This penality is removed if you have the Neural Shock evolution)
> Neural Shock adds 300% damage to organic shields/barriers(This effectively is 1 free hit, due to the modifiers it naturally gets)

So the Neural shock evolution is actually good? I always thought that was a terrible evolution.


As noted in the thread, Cluster Grenades also detonate which means when using them against one target often the first fragment will detonate the biotic effect and get the damage boost, while the remaining 1-2 fragments will deal normal damage. It's still a very good boost of damage, however. I like it more than taking extra grenades.

For Overload, I like Neural Shock over Recharge Speed since the way Recharge Speed works is in a way that the more of it you get, the less effective it becomes. 25% more when I'm already running at around 150%+ from weapons isn't going to be a huge deal.

It's also worth noting that the extra hit on shields/barriers isn't going to be entirely noticable on some trash mobs, since you'd have broken their shields anyway without the evolution. It will come in handy against something like a Banshee, though.

Some people do prefer not to take it however(as the poster just after you said).

#141
E_rik

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So does that mean on Sticky Grenades, if you had a Javelin X with Incinderary Ammo IV, in theory you could have an insane damage dealing vs armour grenade?

#142
MetalDeggial

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Tech Vulnerability also affects the jetpack Turian's heavy melee, as tested by peddroelmz regarding Sabotage on the Turian Saboteur.

#143
Beta582

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1 thing to add about Ballistic Blades is they ignore Phantoms/Banshees/Praetorians "Bubble" that is supposed to block powers.

#144
Zero132132

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Wait, the ragdoll effect of Pull can definitely affect more than one target when it's spec'd for radius. I think I've actually gotten 3 husks before.

I'm confused now. In OP, it says only one enemy can be ragdolled at a time...

#145
Zancloufer

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^Possible that radius increases rag-doll limit.

Another thing, Havoc Strike is considered a Tech Power. IDK if it gets damage bonus from +Tech power damage, but kills with it count as tech kills. Might have to test that.

#146
Cyonan

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Zero132132 wrote...

Wait, the ragdoll effect of Pull can definitely affect more than one target when it's spec'd for radius. I think I've actually gotten 3 husks before.

I'm confused now. In OP, it says only one enemy can be ragdolled at a time...


Pull doesn't have a variable for max ragdoll targets, actually.

It does have a max impact targets of 2, which I've now made a note of.

I'll have to check to see if I can get 3 shieldless targets grouped up to see if it can ragdoll more than 2.

#147
Darkstar Aurora

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I would recommend changing the wording for Singularity and Stasis (Bubble) to maximum ragdoll targets "at one time", since both powers can continue to capture new enemies for their duration after the initial targets have been slain.

#148
mechgouki

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http://social.biowar.../index/12853150

According to this topic, it is said that Tactical Cloak's damage boost effect last for 2.5s.
But on this topic, this is what it says?
> Will last 1 second after you take an action that beaks it. This delays the cooldown.

#149
dudemacha

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I have a question about ballistic blades...how much damage does it affect on hit and as bleed in 6a and 6b evolutions?? 

#150
Cyonan

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Nik6454 wrote...

I have a question about ballistic blades...how much damage does it affect on hit and as bleed in 6a and 6b evolutions?? 


It does 80% of the listed damage instantly, but gets reduced the farther away from the target you are.