I've made do without this Warp/Inferno Ammo glitch so far, I can't be missing out on much right?
#26
Posté 23 octobre 2013 - 05:48
Then tell me you don't notice anything
#27
Posté 23 octobre 2013 - 05:55
NuclearTech76 wrote...
Wouldn't the debuff of warp also contribute to the ammo power doing more damage?
Debuffs make the enemy more vulnerable to damage, so it should increase the damage they take from ammo effects as well. I'm pretty sure IA does more DoT when I hit the target with Cryo Blast's 25% debuff first.
#28
Posté 23 octobre 2013 - 05:56
Yes but doesn't the ammo do significantly more damage with the debuff? Debuff would need to be in place before ammo application to get that right? And again I'm totally clueless on this, I'm not doubting you just asking.OniGanon wrote...
The Warp debuff. It doesn't go away when you explode it. It's still there... debuffing...
#29
Posté 23 octobre 2013 - 06:27
NuclearTech76 wrote...
Yes but doesn't the ammo do significantly more damage with the debuff? Debuff would need to be in place before ammo application to get that right? And again I'm totally clueless on this, I'm not doubting you just asking.OniGanon wrote...
The Warp debuff. It doesn't go away when you explode it. It's still there... debuffing...
AFAIK debuffs boost dots which are already in effect before the debuff lands for the remaining duration of the dot. It just doesn't retroactively beef up the time the dot was working before the debuff hit (obviously).
OT: incendiary cheese is only all that crazy OP when you use it on a high rof weapon (reegar being ideal). When I run my QFE with an Arc pistol and incendiary ammo for creating FEs with incinerate, the boosted dot is hardly noticeable at all.
#30
Posté 23 octobre 2013 - 07:35
Do you have a link for that? I would think damage would be calculated on application and wouldn't change but IDK. I'll look through the mechanics threads and see what I can find.rlucht wrote...
NuclearTech76 wrote...
Yes but doesn't the ammo do significantly more damage with the debuff? Debuff would need to be in place before ammo application to get that right? And again I'm totally clueless on this, I'm not doubting you just asking.OniGanon wrote...
The Warp debuff. It doesn't go away when you explode it. It's still there... debuffing...
AFAIK debuffs boost dots which are already in effect before the debuff lands for the remaining duration of the dot. It just doesn't retroactively beef up the time the dot was working before the debuff hit (obviously).
OT: incendiary cheese is only all that crazy OP when you use it on a high rof weapon (reegar being ideal). When I run my QFE with an Arc pistol and incendiary ammo for creating FEs with incinerate, the boosted dot is hardly noticeable at all.
#31
Posté 23 octobre 2013 - 08:02
OniGanon wrote...
Deerber wrote...
Given that warp + incendiary is basically a beefed up incendiary dot, I believe this is not true either, because this.
Perhaps I didn't follow it correctly, but that thread seems only to be confirming that detonating the FE is a bad thing when trying to abuse the glitch.
Only if you detonate the FE on the last tick of the dot, i.e. after exactl 3 secs. Otherwise everything's normal.
#32
Posté 23 octobre 2013 - 08:10
scooped by Deerber
You can pretty much hit the target with Warp anytime and get the benefits of the broken damage.
Modifié par AaronEh, 23 octobre 2013 - 08:14 .
#33
Posté 23 octobre 2013 - 08:30
NuclearTech76 wrote...
Do you have a link for that? I would think damage would be calculated on application and wouldn't change but IDK. I'll look through the mechanics threads and see what I can find.rlucht wrote...
NuclearTech76 wrote...
Yes but doesn't the ammo do significantly more damage with the debuff? Debuff would need to be in place before ammo application to get that right? And again I'm totally clueless on this, I'm not doubting you just asking.OniGanon wrote...
The Warp debuff. It doesn't go away when you explode it. It's still there... debuffing...
AFAIK debuffs boost dots which are already in effect before the debuff lands for the remaining duration of the dot. It just doesn't retroactively beef up the time the dot was working before the debuff hit (obviously).
OT: incendiary cheese is only all that crazy OP when you use it on a high rof weapon (reegar being ideal). When I run my QFE with an Arc pistol and incendiary ammo for creating FEs with incinerate, the boosted dot is hardly noticeable at all.
Sorry NT, I do not. I remember reading it from someone who I thought was a good source. But can't remember the exact who, when or where.
It came up in a discussion of the Huntress and whether warp after dark channel lets dark channel's remaining duration benefit from the warp debuff. Hope that helps.
#34
Posté 23 octobre 2013 - 08:34
#35
Posté 23 octobre 2013 - 09:48
OniGanon wrote...
AFAIK you don't need the Warp to be primed for it to work (that's only for Warp Ammo). But I think detonating the Fire Explosion might screw it up. Therefore, you Warp before you shoot.
You don't need a Reegar to see it... Any high ROF gun or shotgun will do it. Hell, IIRC one of the first ways this bug came to our attention was when someone used a Claymore + inc ammo on a Turian Sentinel and OHKed Warped Brutes with it.
Here is the original thread from way back when people were testing this out.
Take note of this:
So[/s] using incendiary ammo with a automatic weapon involves shooting the target until it gets to mid/low health and then switching to another target (at which point all the built up potential of incendiary kicks in and kills the old target)...
That also applies to flamer (similar stacking mechanics (sans the extra damage BUG)) ... Most[/s] Much of the flamer damage will be applied as DOT after you stop firing it at the target ...
Modifié par Corgun, 23 octobre 2013 - 09:57 .





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