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Q on squad ammo power


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6 réponses à ce sujet

#1
cap and gown

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Right now my Shep is using armor piercing ammo as a bonus power and has chosen the squad evolution. The description says that squad mates get this ammo at half power. Is that half of the final modified value? For instance, Shep has a 30% boost from armor, a 30% boost from a power magnifier, and various class/passive boost. For Shep the final value comes out to about 50% additional weapon damage to health and armor. So does that mean squad mates recieve a 25% boost?

#2
capn233

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Dunno. Not sure if squad ammo damage has actually been tested or not.

#3
RedCaesar97

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To my knowledge, the "50% efffectiveness" of squad ammo has never been tested, nor has it ever been explained by a developer.

It would be difficult to test without a tool to extract game data or even by viewing the game code itself.

It is not clear what "50% effectiveness" applies to. Keep in mind that ammo powers have several stats, such as:
- Disruptor Ammo has health/shield damage and chance to stun
- Incendiary Ammo has health/armor damage and has an explosive burst damage evolution
- Cryo Ammo has a chance to freeze, damage increase to frozen enemies, and armor weakening
- AP Ammo has health/armor damage, armor weakening, and penetration distance
- Warp Ammo has health, armor and barrier damage, armor weakening, and damage to enemies affected by biotics
* Ammo powers at rank 5 can also increase headshot damage

It is unclear if the 50% effectiveness applies to all ammo stats or just some ammo stats. I would think it would apply to all stats.

But again, without testing this is hard to say, and considering how easy the game can be even on Insanity, it is practically pointless to even try.

#4
cap and gown

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Well one thing that I do know carries over at 50% effectiveness is the increased ammo evolution. Ever since getting the M-11 Suppressor (kind of the "I win" gun) I have been evolving my squadies to have increased ammo. And sure enough, Shep has more spare rounds when the ammo power is activated, but not as many as if she were the one with the ammo power. (can't remember the exact numbers for which level of gun.)

Also, I am not sure about the "easy on insanity" assertion. Depends on what DLC's you have, and therefore which guns/mods/armor you have available. (Like I said, the Suppressor is more or less the "I win" gun.) Also depends on your play style vs the class you are playing. I can play engineer or sentinel on insanity no problem, but I have real problems as an infiltrator. And I doubt I could survive even on hardcore as a Vanguard. Also two Banshees still give me problems no matter my class. Not sure why two seems more than twice as hard as one, but there it is.

Modifié par cap and gown, 02 septembre 2013 - 12:32 .


#5
RedCaesar97

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cap and gown wrote...

Well one thing that I do know carries over at 50% effectiveness is the increased ammo evolution. Ever since getting the M-11 Suppressor (kind of the "I win" gun) I have been evolving my squadies to have increased ammo. And sure enough, Shep has more spare rounds when the ammo power is activated, but not as many as if she were the one with the ammo power. (can't remember the exact numbers for which level of gun.)


Okay, I just tested this myself. Started the N7: Communications Hub mission since it has ammo boxes that replenish ammo. I took the Raptor, Predator, and Shuriken. Played as a Soldier. I had no ammo powers specced. Took Ashley and James, no ammo powers specced. Killed the first few guys then quick-saved. I specced my own Disruptor Ammo and Incendiary Ammo for squad and ammo capacity and tested. Then I reloaded the quick save and specced Ashley and James for their ammos for squad and spare ammo and tested. Here are the results:

Raptor I (no mods):
 - Base spare ammo: 105 
 - Spare ammo with own ammo power: 136
 - Spare ammo with ammo power from squadmate: 136 from Ashley, 120 from James :blink:

Predator I (no mods):
 - Base spare ammo: 90
 - Spare ammo with own ammo power: 113
 - Spare ammo with ammo power from squadmate: 113 from Ashley, 103 from James Posted Image

Shuriken I (no mods):
 - Base spare ammo: 360
 - Spare ammo with own ammo power: 467
 - Spare ammo with ammo power from squadmate: 467 from Ashley, 414 from James Posted Image


Posted Image Yeah, I have no idea what is going on here. One of them is bugged.

EDIT: Tested with Garrus' AP Ammo, and Liara's Warp Ammo. They are giving me Ashley-equivalent values. So either James' Incendiary Ammo is bugged, or his is working as intended and the others are bugged.

Also, I am not sure about the "easy on insanity" assertion. Depends on what DLC's you have, and therefore which guns/mods/armor you have available. (Like I said, the Suppressor is more or less the "I win" gun.) Also depends on your play style vs the class you are playing. I can play engineer or sentinel on insanity no problem, but I have real problems as an infiltrator. And I doubt I could survive even on hardcore as a Vanguard. Also two Banshees still give me problems no matter my class. Not sure why two seems more than twice as hard as one, but there it is.


At launch, the Infiltrator and Vanguard were head and shoulders the top two classes in the game. Since launch, with the changes to fire explosions and some of the weapons and powers balance changes that made their way into single player, the other classes have mostly caught up, but the Vanguard and Infiltrator are still insanely good.

For the Vanguard, it is all about exploiting immunity frames. You are immune to damage during charge and have 50% damage reduction for 4s after charging. Nova drains your own barriers BUT it gives you 1.5s of immunity per Nova; so with the Half Blast evolution, you have a total of 3s immunity. You can also cancel Nova, giving you the 1.5s immunity without draining your barriers. and Charge replenshes your barriers. So basically, you can Charge > Nova > Nova > Charge > Nova > Nova... and so on. You can even shoot every so often. Take Liara and Javik/Kaidan with you for setting up biotic explosions.

Infiltrator is also incredibly easy. Cloak = win. Cloak with rank 4 Damage gives you +90% damage which applies to weapon damage and power damage and I believe Melee damage as well. That damage lasts for 1.5s after cloak deactivates, and cloak deactivates 1s after breaking cloak by shooting/using a power/meleeing an enemy, so you essentially you have +90% damage for 2.5s after breaking cloak.

A lot of players in this forum play the Infiltrator as a sniper. I prefer to use shotguns and focus on power damage; I use the Bonus Power evolution on Cloak so I can use two powers under cloak -- getting the power damage bonus for each power from cloak -- while also shooting and getting the power damage bonus from cloak. The Infiltrator can also get +10 power damage and weapon damage at rank 4 of Operational Mastery, so you can get +100% to both power damage and weapon damage from cloak and passive.

Modifié par RedCaesar97, 02 septembre 2013 - 04:05 .


#6
SporkFu

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RedCaesar97 wrote...
A lot of players in this forum play the Infiltrator as a sniper. I prefer to use shotguns and focus on power damage; I use the Bonus Power evolution on Cloak so I can use two powers under cloak -- getting the power damage bonus for each power from cloak -- while also shooting and getting the power damage bonus from cloak. The Infiltrator can also get +10 power damage and weapon damage at rank 4 of Operational Mastery, so you can get +100% to both power damage and weapon damage from cloak and passive.

That's interesting info on the Infiltrator. Thanks for that. I'd never considered playing an Infiltrator as anything but a sniper. Hmm, wonder if I should change Shep's class with gibbed and rescue a Jacob and his band of ex-Cerberus scientists as a non-sniper Infiltrator. Currently an adept. I've maxed out power recharge bonuses as much as I can and fully upgraded Lash so it will cut through shields. It's fun.

#7
peddroelm

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From one of my tests more than a year ago I remember the bonus damage and the armor piercing were halved on squad AP ammo (could not measure penetration distance but that could've been halved too) ..