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!
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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