Tactical Cloak damage boost mechanics
#76
Posté 14 janvier 2013 - 07:54
#77
Posté 15 janvier 2013 - 01:33
CmnDwnWrkn wrote...
2.5 seconds = 2.5 seconds. I'm not sure you're aware of this.
If I wanted to get technical, it's actually 2.33 seconds on Gold/Platinum.
The game is sped up on everything but Bronze =P
Modifié par Cyonan, 15 janvier 2013 - 01:45 .
#78
Posté 16 janvier 2013 - 11:06
Visually her cloak gets removed instantly when you fire.
This is purely a visual thing. Your damage bonus still persists for a full 2.5 seconds.
It is possible that doing shoot -> power will result in your power not getting the damage bonus due to the wind up time of both of the N7 Shadow's powers being fairly long.
I was able to get a Shadow Strike off in 2.18 seconds from short range. Not sure how it would fare at long ranges.
#79
Posté 16 janvier 2013 - 11:10
As always, great thread Cyonan.
#80
Posté 16 janvier 2013 - 11:15
Cyonan wrote...
Tested a few things with the N7 Shadow.
Visually her cloak gets removed instantly when you fire.
This is purely a visual thing. Your damage bonus still persists for a full 2.5 seconds.
It is possible that doing shoot -> power will result in your power not getting the damage bonus due to the wind up time of both of the N7 Shadow's powers being fairly long.
I was able to get a Shadow Strike off in 2.18 seconds from short range. Not sure how it would fare at long ranges.
Compared to other infiltrators, with the Shadow it definitely works better in reverse (with the bonus power evolution, naturally).
The Electric Slash, in particular, followed by weapons fire, is generally the best offensive output. I believe the damage bonus is applied separately to both if you have Lvl 6 evo, but would love to know for sure.
Following Shadow Strike up with the heavy melee also works very well (but would require a bit of speccing to avoid getting yourself killed on God/Platinum, as I'm discovering).
#81
Posté 16 janvier 2013 - 11:17
Jeremiah12LGeek wrote...
Compared to other infiltrators, with the Shadow it definitely works better in reverse (with the bonus power evolution, naturally).
The Electric Slash, in particular, followed by weapons fire, is generally the best offensive output. I believe the damage bonus is applied separately to both if you have Lvl 6 evo, but would love to know for sure.
Following Shadow Strike up with the heavy melee also works very well (but would require a bit of speccing to avoid getting yourself killed on God/Platinum, as I'm discovering).
I would definately say she's better in the reverse.
The trigger to remove cloak on her abilities doesn't fire until after the massive wind up delays have gone by, so you can Shadow Strike/Electric Slash and still have 2.5 more seconds of damage boost.
#82
Posté 16 janvier 2013 - 11:30
Damage over Time effects will get damage boosts for the entire duration of the ability.
Recon Mine will calculate damage boosts at the time of detonation. Firing it while under Tactical Cloak does nothing, but detonating it will do more damage if you're cloaked.
#83
Posté 24 janvier 2013 - 05:39
Modifié par Davik Kang, 24 janvier 2013 - 05:39 .
#84
Posté 24 janvier 2013 - 06:29
Nothing will come of the complaints of course.
Thread has some interesting technicalities brought up though. Damage bonus duration is definitely in the "technicality" realm, since your damage bonus is over 2.5 seconds after you perform the first action to deactivate cloak... But you even went further into the technicality of real time on higher difficulty levels with in-game time compression, so that deserves kuddos, via a kuddos technicality.
+1 internetz.
#85
Posté 24 janvier 2013 - 08:51
Davik Kang wrote...
Late to the party, but how does this the TC work with grenades? Does the damage bonus apply if they're lobbed while invisible? Or only if you lob them after breaking cloak? How about the time between when they are lobbed and when they explode? Specifically, how is Sticky Grenade damage affected?
Damage is calculated at the moment it is applied.
In the case of Sticky Grenade, you want to have it explode within 2.5 seconds of breaking cloak(or slightly quicker on higher difficulties since the game is sped up) while you still have the bonus.
Generally I like to throw them while cloaked, then shoot/use powers.
#86
Posté 24 janvier 2013 - 09:50
Does cloak break the instant SS is activated?
Do you think it is possible that animation and travel time exceeds the time window after breaking cloak?
#87
Posté 24 janvier 2013 - 01:23
Cheers boss, good to know.Cyonan wrote...
In the case of Sticky Grenade, you want to have it explode within 2.5 seconds of breaking cloak(or slightly quicker on higher difficulties since the game is sped up) while you still have the bonus.
#88
Posté 10 mars 2013 - 07:38
I tested TC recharge dozens of times before finding this thread, trying to solve the puzzle of my long cooldowns from TC, and my results match what Cyonan neatly said:
Cyonan wrote...
"Tactical
Cloak ignores weapon weight" - Tactical Cloak works on the idea of
whatever % of the duration you use is the % of the cooldown you get,
with a minimum of 3 seconds after the delay. If my cooldown is
24.5(-200% on my Human Infiltrator) seconds and I stay in cloak for 2.6
seconds(half of my 5.2 duration) then I will get a cooldown of 12.25
seconds.
On a side note, Flamer works on these same cooldown mechanics.
This observation seems at least as important as Cyonan's first point, that TC actually requires a minimum 4 second CD, rather than 3. (As an aside, on my PC, you can actually see the reticule re-expand after the initial 1-second 'pop' from TC). The difference between 3 and 4 seconds matters, but the difference between 4 seconds and 12 is agony.
If Cyonan is right, and it sure looks that way, that suggests three things for Infiltrators:
- Weapon weight matters a lot to cooldown. Even if you break TC early, a heavy loadout can easily push your cooldown well past the 4-second minimum.
- Even moderate weights make a difference in playstyles. You're choosing not just between, say, a Claymore and and a Graal, but also an extra couple of seconds spent in cloak for the same CD.
- Rank 4 Duration may deserve more consideration. Damage may remain more popular, but if recharge is truely proportional to the remaining duration, the duration evo offers more than just a longer cloak.
#89
Posté 10 mars 2013 - 07:59
Cyonan wrote...
Tactical Cloak's damage boost lasts for 1.5 seconds after Tactical Cloak breaks. However, Tactical Cloak will not break for 1 second after you fire(this is why you can do shoot, power, shoot, shoot with the Black Widow). This of course means 2.5 seconds worth of damage increase.
Been doing tis with the xXJebusSwagB0tXz using incinerate rounds.............its lolz
#90
Posté 10 mars 2013 - 08:01
[*](I don't know how to stop the list effect when quoting.)[*]That point is actually how I became embroiled in some of the discussion over TC mechanics a couple of months ago. I actually use several kits with duration-specced TC. They are all also equipped with loadouts that give them 185-200% cooldown. The TC refresh varies a little by character, but is noticeably less than three seconds. That was why I knew people were wrong when they said TC ignores weapon weight. The less-than-three second cooldown applies at all times on these kits, regardless of when TC is broken.[*]There are also a few things that time out nicely with duration. I use a ULM Hurricane on all kits as a sidearm. I love the fact that (it varies slightly by kit) with infiltrators, the damage bonus window is almost exactly the same length as the refresh, which is almost exactly the same length as a Hurricane full-clip + reload (still working on consistently reload-cancelling.) This basically means the Hurricane can fire with full TC bonus to all damage it does, though that bonus is lower, lacking the +40% Rank 4 evo.CBGB wrote...
[*]
[*]Rank 4 Duration may deserve more consideration. Damage may remain more popular, but if recharge is truely proportional to the remaining duration, the duration evo offers more than just a longer cloak.
[/list]





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