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Question about Tech Burst/Explosions


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#26
Deerber

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I found this online, might be helpful, though it doesn't explicitly say, I'm going to say that ammo primers would overwrite other tech primers, but that's 100% conjecture.

Fire Explosions can only be primed on a target that is down to their health or armor bar. If they have shields or barriers they will NOT catch "on fire" and cannot be detonated.

Tech Explosions can be primed on anything as far as I know, however they only do 50% damage against armor and rarely stun enemies in armor, even ones as small as Dragoons.

Cryo Explosions can only be detonated when the enemy is frozen COMPLETELY SOLID. If they're just chilled (AKA can still move) then the cryo explosions won't work. The Cryo explosion also won't activate if they're in the PROCESS of freezing (havent ragdoll'd yet). Snap Freeze bypasses both of these limitations and allows cryo explosions to happen on chilled targets and targets in the process of freezing, but only two classes have access to snap freeze.

All ammo powers capable of setting up a combo count as a level 1 power. The combos set up by them will be weaker than a combo set up by a level 6 power. Phasic rounds leave an electric effect on enemies but do NOT set up tech bursts. Warp rounds do not set up or detonate combos. AP, Drill and Explosive rounds also obviously do neither.

"Tech" effects will always override biotic priming on a target. Don't shoot something capable of being affected by your ammo if you have a teammate trying to biosplode it. While the visual effect and damage of their biotic power will still be active, the "priming" will always be overriden. (Ex, if a target is under the effect of both Dark Channel and Incindiery ammo, hitting it with throw will ALWAYS result in a fire explosion, not a biotic explosion.)

Hitting a target that is on fire with any sort of ice power will put it out and will NOT result in a combo explosion. Strangely, hitting a frozen target with fire will NOT thaw it out and will in fact cause an explosion.

Targets caught in the radius of a combo explosion will NOT be primed for another one. (AKA targets lit on fire by a fire explosion can't be detonated right away)

All explosions are weaker in multiplayer than in singleplayer, however some powers not availiable in singleplayer like electric slash or snap freeze has power evolutions to increase the strength of combo detonations.

Power Combos have hidden modifiers that may or may not be not present in singleplayer to the degree present in multiplayer.
Biotic Explosion (Armor=200%, Barrier=200%, Shields=100%) (Launches targets with 500N of force)
Cryo Explosion (Armor=100%, Barrier=100%, Shields=100%) (Chills protected targets weakening Armor by 50% and slowing movement speed by 15% for 6 seconds. Freezes unprotected targets for 6 seconds.)
Fire Explosion (Armor=200%, Barrier=100%, Shields=100%) (Sets unprotected targets on fire for damage-over-time and panic (if applicable))
Tech Burst (Armor=100%, Barrier=100%, Shields=200%) (May stun targets similar to overload without neural shock)


Where did you get all these info? Wiki? Half of them are wrong! :pinched:

Regarding the question, yes, it's possible to overwrite a lvl 6 prime with a lvl 1 from ammo (or even from a lvl 1 power...).

Reason why, if you can set up 6+6 combos, it's advisable to use something like AP/drill ammo.
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#27
Teh_Ocelot

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Yeah I wish I had something definitive but all I can find are articles talking about HOW to create TB's and FE's using ammo/powers, not which one takes precedence.

*Paging Cyon...I mean, Peddr...um, Corlis...damn*

*paging mgamerz or someone else who knows*

#28
Teh_Ocelot

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Where did you get all these info? Wiki? Half of them are wrong! :pinched:
Regarding the question, yes, it's possible to overwrite a lvl 6 prime with a lvl 1 from ammo (or even from a lvl 1 power...).
Reason why, if you can set up 6+6 combos, it's advisable to use something like AP/drill ammo.


Gamefaqs iirc. I just googled it.

Thanks for setting the record straight. And yay! I was right for once in this cluster of a game :-D

#29
Deerber

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Gamefaqs iirc. I just googled it.

Thanks for setting the record straight. And yay! I was right for once in this cluster of a game :-D


;)

Careful quoting lolgamefaqs, tho ;)
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#30
Salarian Master Race

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Stuff Stacks ™

 

Suppose you used Incinerate, then shot with Disruptor Ammo.  Disruptor Ammo "stacks" on top of Incinerate, but both are still active.  When a detonator comes along, like say Overload, it looks for the topmost item that it can interact with, and detonates it.  So Overload would detonate Disruptor Ammo for a Tech Burst.  If another Overload were to come along fast enough, it would then proceed to detonate the underlying Incinerate.

 

This is a large part of the fallacy when Biotics whine about Tech "overwriting" their Biotic Explosions.  Nothing is getting overwritten.  Suppose they threw Dark Channel, then you did Incinerate.  They do Throw, and get a Fire explosion.  ALL THEY HAVE TO DO IS THROW A SECOND TIME to get their underlying Biotic Explosion.  The Dark Channel Primer Effect is still there.  The problem is not you overwriting their primer, the problem is them going into a scripted command sequence that they are unable to deviate from because their brains do not work fast enough to recognize when something unexpected has occurred.  And most, if not all, of the Biotic Primers, OTOH, have longer than average primer times.  If 8-30 seconds is not long enough for them to figure out that they need to Throw again, that is not your fault and/or problem.

 

As a related example, suppose they did their Dark Channel, then you did Incinerate, then the Justicar comes along and does Reave.  Reave does not interact with Incinerate, so it looks at the next item on the Stack, which is Dark Channel, and detonates it.  The Incinerate Primer is still active on the target.


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#31
Deerber

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Stuff Stacks ™

 

Suppose you used Incinerate, then shot with Disruptor Ammo.  Disruptor Ammo "stacks" on top of Incinerate, but both are still active.  When a detonator comes along, like say Overload, it looks for the topmost item that it can interact with, and detonates it.  So Overload would detonate Disruptor Ammo for a Tech Burst.  If another Overload were to come along fast enough, it would then proceed to detonate the underlying Incinerate.

 

This is a large part of the fallacy when Biotics whine about Tech "overwriting" their Biotic Explosions.  Nothing is getting overwritten.  Suppose they threw Dark Channel, then you did Incinerate.  They do Throw, and get a Fire explosion.  ALL THEY HAVE TO DO IS THROW A SECOND TIME to get their underlying Biotic Explosion.  The Dark Channel Primer Effect is still there.  The problem is not you overwriting their primer, the problem is them going into a scripted command sequence that they are unable to deviate from because their brains do not work fast enough to recognize when something unexpected has occurred.

 

As a related example, suppose they did their Dark Channel, then you did Incinerate, then the Justicar comes along and does Reave.  Reave does not interact with Incinerate, so it looks at the next item on the Stack, which is Dark Channel, and detonates it.  The Incinerate Primer is still active on the target.

 

To be fair, it can be pretty annoying when you are expecting and relying on that BE for something, like staying alive. It's a pretty bad issue for the Fury, for example.



#32
Salarian Master Race

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To be fair, it can be pretty annoying when you are expecting and relying on that BE for something, like staying alive. It's a pretty bad issue for the Fury, for example.

 

Fury, schmury.

 

Thunderdome me irl


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#33
Jeremiah12LGeek

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No can't be chained. When the explosion happens all effects disappear
Second part of your post. That's from having a really low cool down 

 

No

 

This happened because the Incidiary rounds took over the as the primer and since he was still frozen you got a cryo explosion too.

 

I've been wronger than this. "Wronger" is a word. Oh, you don't think "wronger" is a word? You couldn't be wronger.

 

Yes I think it is because "Bubble" and "Bubble Warp" count as two different powers and are cast separately. *shrug*

 

Capn233 2015 already knows this, but I'm speaking to Capn233 2013: The priming effect in question is coming from the "Warp" evolution of the Justicar bubble, which does make it one of the neat biotic powers that can detonate and prime at the same time.



#34
Jeremiah12LGeek

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Yeah I wish I had something definitive but all I can find are articles talking about HOW to create TB's and FE's using ammo/powers, not which one takes precedence.

 

All right, I'm gonna risk being wronger. O.O

 

WHY ISN'T WRONGER REGISTERING AS A SPELLING MISTAKE IN MY SPELLCHECK I WAS TOTALLY LYING IT'S NOT A REAL WORD

 

I believe primes are detonated in reverse order of their application 100% of the time regardless of whether they are cast or ammo, tech or biotic.

 

COME AT ME INTERNET I HAVE NOTHING TO LOSE


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#35
Salarian Master Race

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All right, I'm gonna risk being wronger. O.O

 

WHY ISN'T WRONGER REGISTERING AS A SPELLING MISTAKE IN MY SPELLCHECK I WAS TOTALLY LYING IT'S NOT A REAL WORD

 

I believe primes are detonated in reverse order of their application 100% of the time regardless of whether they are cast or ammo, tech or biotic.

 

COME AT ME INTERNET I HAVE NOTHING TO LOSE

 

Close, but with the caveat that a Detonator will skip over anything that it cannot interact with.  Basically it works like the Stack in Magic: the Gathering.  Primers get Stacked on top of each other, then Detonators resolve that Stack, from top to bottom, skipping over any Primers that they cannot interact with (Reave skipping over Incinerate to detonate Dark Channel, etc)


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#36
Jeremiah12LGeek

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Close, but with the caveat that a Detonator will skip over anything that it cannot interact with.  Basically it works like the Stack in Magic: the Gathering.  Primers get Stacked on top of each other, then Detonators resolve that Stack, from top to bottom, skipping over any Primers that they cannot interact with (Reave skipping over Incinerate to detonate Dark Channel, etc)

 

That makes sense.



#37
Cryos_Feron

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Stuff Stacks ™

Suppose you used Incinerate, then shot with Disruptor Ammo. Disruptor Ammo "stacks" on top of Incinerate, but both are still active. When a detonator comes along, like say Overload, it looks for the topmost item that it can interact with, and detonates it. So Overload would detonate Disruptor Ammo for a Tech Burst. If another Overload were to come along fast enough, it would then proceed to detonate the underlying Incinerate.

This is a large part of the fallacy when Biotics whine about Tech "overwriting" their Biotic Explosions. Nothing is getting overwritten. Suppose they threw Dark Channel, then you did Incinerate. They do Throw, and get a Fire explosion. ALL THEY HAVE TO DO IS THROW A SECOND TIME to get their underlying Biotic Explosion. The Dark Channel Primer Effect is still there. The problem is not you overwriting their primer, the problem is them going into a scripted command sequence that they are unable to deviate from because their brains do not work fast enough to recognize when something unexpected has occurred. And most, if not all, of the Biotic Primers, OTOH, have longer than average primer times. If 8-30 seconds is not long enough for them to figure out that they need to Throw again, that is not your fault and/or problem.

As a related example, suppose they did their Dark Channel, then you did Incinerate, then the Justicar comes along and does Reave. Reave does not interact with Incinerate, so it looks at the next item on the Stack, which is Dark Channel, and detonates it. The Incinerate Primer is still active on the target.

yea, but I was talking about
fire / fire
tech current / tech current

so it really is possible to overwrite a hot fire with a less hot fire.

booooooohhhhhhhh!!

and I don't believe that the first fire primer waits beneath to be detonated.
2 fire explosions in quick succession are not possible anyway.

#38
Loufi

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yea, but I was talking about
fire / fire
tech current / tech current

so it really is possible to overwrite a hot fire with a less hot fire.

booooooohhhhhhhh!!

and I don't believe that the first fire primer waits beneath to be detonated.
2 fire explosions in quick succession are not possible anyway.

Yes. Idem with disruptor and tech bursts.

 

That's why disruptor rounds must be largely avoided on characters who can set up their own 6+6 combos. Incendiary rounds are a lower case, since they don't prime on shields and barriers. Putting them on, let's say, a human engineer, is defendable because the benefits of faster fire explosions with shooting + Incinerate and of the incendiary glitch are strong.



#39
frank_is_crank

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Biotics whine ... their Biotic Explosions ... they threw ... They do Throw ... ALL THEY HAVE TO DO ... their underlying Biotic Explosion ... their primer ... they are unable to deviate from ... their brains do not work fast enough

 

Forgot about your own biotic phase? :P


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#40
Deerber

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That makes sense.

Might make sense, but it's wrong. Or at least not completely accurate.

It should be added that primers completely override primers of the same kind. Meaning that, if you cast overload at something, and then shoot it with disruptor ammo, and then detonate twice on it, you're only going to get one TB, and it's going to be a lvl 1 one.

If the primers are of different kinds, then what our friend said is correct.


Edit: also, thundadome accepted. Meet me at midnight at the south pole. Bring noone, it's gonna be a 1v1 to the death! :P
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#41
Cryos_Feron

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Yes. Idem with disruptor and tech bursts.

That's why disruptor rounds must be largely avoided on characters who can set up their own 6+6 combos. Incendiary rounds are a lower case, since they don't prime on shields and barriers. Putting them on, let's say, a human engineer, is defendable because the benefits of faster fire explosions with shooting + Incinerate and of the incendiary glitch are strong.


the incendiary glitch makes more than up for this but I would prefer it to be the other way round.
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#42
filippopotame

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Two examples I can think of for chaining tech combos

  • with the QME you when you do incinerate-arc grenade-incinerate-arc grenade you get 2 fire explosions and a tech burst (and everytime you cast a new power you do a new combo)
  • With the paladin if you apply a fire effect, when you detonate it with snap freeze the target is primed for a cryo blast