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#51
stealth_202

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MGW7 wrote...

Now detonating the prime means the enemy no longer has it, and to have more than one layer of priming means having two of more types of priming, an  enemy can only be primed for a BE, or not primed for a BE, he cannot be double primed for a BE, but he can be primed for a BE and another type of detonation at the same time, say FE
the most primed an enemy can be is 4, (BE,FE,CE,TB), detonation happens in the order applied, to achieve all 4 simultaneously on one enemy requires either snapfreeze first, or a health enemy, followed by non detonating primes,
for instance
Snapfreeze>Flamer>dark Cannel>disruptor ammo (works on every enemy)
throwing a cluster grenade,(modded for four shrapnel for this instance) would create, in this order, a TB, a BE, a FE, and finally a CE, other ways to get this result would be using throw four times on the enemy, to get the same explosions in the same order,


I've made a lot of tests trying to get BE+FE on a single target (Atlas) by Reave > Incendiary Acolyte shot > Cluster Grenade and failed. Every time I was sure it worked, reviewing recorded video frame-by-frame said it was either 3 Cluster explosions + BE or 3 Cluster explosions + FE.

#52
Koenig888

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[deleted]

Modifié par Koenig888, 19 janvier 2014 - 02:15 .


#53
Alfonsedode

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stealth_202 wrote...

MGW7 wrote...


I've made a lot of tests trying to get BE+FE on a single target (Atlas) by Reave > Incendiary Acolyte shot > Cluster Grenade and failed. Every time I was sure it worked, reviewing recorded video frame-by-frame said it was either 3 Cluster explosions + BE or 3 Cluster explosions + FE.

I am not sure how  frame by frame video tells you what is happening ?

#54
dudemacha

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^ you see what you get

#55
MGW7

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Did the atlas still have shields, because you can't prime shields for a fire explosion, the large bulk of the atlas also is good at hiding explosions,
and did you listen for the audio cues that the explosions were happening, because that tends to be easier, due to the clusters and other visual blocks,

#56
stealth_202

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MGW7 wrote...

Did the atlas still have shields, because you can't prime shields for a fire explosion, the large bulk of the atlas also is good at hiding explosions,
and did you listen for the audio cues that the explosions were happening, because that tends to be easier, due to the clusters and other visual blocks,


Of course I tested it on armor. No shields.
Examining video frame by frame allows you to see all the visuals that you could miss when playing the game.
The audio just confirms what I see (no BE visual - no BE sound).

#57
Alfonsedode

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So maybe there is a time window during witch u can t get two different type combos ?
Do you see two cluster nades BE easily frame by frame ?

Modifié par alfonsedode, 20 janvier 2014 - 10:38 .


#58
stealth_202

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I've uploaded a video.
Please tell me what I'm doing wrong.
Reave > Incendiary Acolyte shot > Cluster Grenade results in BE only.
If I skip Reave (only shoot Acolyte), then I get FE, it's ok.
For Batdept, it works the same way.

PS. Just noticed, ammo type sign isn't displayed on secondary weapon (Hurricane was my primary).

#59
MGW7

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stealth_202 wrote...

I've uploaded a video.
Please tell me what I'm doing wrong.
Reave > Incendiary Acolyte shot > Cluster Grenade results in BE only.
If I skip Reave (only shoot Acolyte), then I get FE, it's ok.
For Batdept, it works the same way.

PS. Just noticed, ammo type sign isn't displayed on secondary weapon (Hurricane was my primary).


Timing, I can note it more easily for the second atlas, just before you triggered the FE reave ran out of duration, in order to have incendiary ammo reprime itself you need to wait for the duration to run out completely, so as long as you kept the atlas primed you would never get another fire explosion,

Edit, I keep watching the vid, but I have never had as much trouble getting two explosions from one enemy, I don't understand what's wrong with what you are doing

Modifié par MGW7, 20 janvier 2014 - 03:04 .


#60
Alfonsedode

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Deleted



#61
Alfonsedode

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I have updated  the OP with mostly the explanation from MGW (i wonder why i forgot to do it at the time)

 

And I have finished a spreadsheet for having the values of combo damage force and radius.
A bit too much of detail maybe and few missing ones. I used the same formula for force and radius with no scaling.


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#62
me0120

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I have updated  the OP with mostly the explanation from MGW (i wonder why i forgot to do it at the time)
 
And I have finished a spreadsheet for having the values of combo damage force and radius.
A bit too much of detail maybe and few missing ones. I used the same formula for force and radius with no scaling.


Wow, I like this. Thanks.
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#63
NuclearTech76

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Nice to see the radius scaling with evolutions. Took me a minute to figure out how to read it but it looks nice.


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#64
Alfonsedode

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I have updated OP with some of the other usefull things I forget about combos. I might have made a mistake, and would welcome corrections and additions (on priming windows foar example)


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#65
NuclearTech76

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I have updated OP with some of the other usefull things we forget about combos. I might have made a mistake, and would welcome correction and addition (on priming windows foar example)

I think most are a base listed priming window. Like ED is 3 secs I think. Some are weird like Sabotage which is a 2 sec electric combo after backfire. Here's a thread that kind of grazed the surface on a lot of them. Cyonan could probably help with any that you can't figure out as well. 

 

http://forum.bioware...w#entry15457914

 

Oh yeah thanks for compiling this all in one source. Helps a lot for some new people. 



#66
Alfonsedode

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I think most are a base listed priming window. Like ED is 3 secs I think. Some are weird like Sabotage which is a 2 sec electric combo after backfire. Here's a thread that kind of grazed the surface on a lot of them. Cyonan could probably help with any that you can't figure out as well. 

 

http://forum.bioware...w#entry15457914

 

Oh yeah thanks for compiling this all in one source. Helps a lot for some new people. 

Yeah, i m bored at work too. In fact its just that i dont want to tackle my teachings stuff

 

OT, i m a bit surprised with this 5s flamer priming... If as dunvi said, it has the same mechanics as powers who allow incy cheese. hum now that i think about it, flamer does not lead to inci cheese iirc.

Btw, i have no idea how long snap freeze is priming either



#67
Deerber

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Flamer does glitch with incendiary, lol. I have no info on the windows of priming though, I'm afraid. I've never been much concerned with them.
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#68
Alfonsedode

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Flamer does glitch with incendiary, lol. I have no info on the windows of priming though, I'm afraid. I've never been much concerned with them.

ok, not really a matter of real concern anyway



#69
Alfonsedode

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just to be sure, target cap of all combos is 3 ? I have read 4 elsewhere ...

#70
NuclearTech76

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just to be sure, target cap of all combos is 3 ? I have read 4 elsewhere ...

I thought it was 4 as well. Let me do some searching though. 



#71
NuclearTech76

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Biotic Explosions
- Have a 2-4 meter radius
- Deal 100-250 damage (this scales somehow)
- Have 500-1000 force
- Hit up to 4 targets
- Biotic Explosions can be set up by Barrier (only if it actually lifts an enemy), Biotic Sphere (with Evolution 6 upgrade only), Dark Channel, Lash, Lift Grenade (only if it actually lifts an enemy), Pull, Reave, Shockwave (only if it actually lifts an enemy with the Evolution 6 upgrade), Singularity, Slam, Smash (with Evolution 1 upgrade only) Stasis, and Warp.

Tech Bursts
- Have a 4.5-7.5 meter radius
- Deal 100-250 damage (this scales somehow)
- Have 200-450 force
- Hit up to 4 targets
- Tech Bursts can be set up by Overload, Energy Drain, Submission Net, Arc Grenade, Smash (with rank 4 Electrical Damage evolution), and Disruptor Ammo.

Fire Explosions
- Have a 3-6 meter radius
- Deal 150-375 damage (this scales somehow)
- Deal 20-50 damage per second for 4 seconds
- Have 300-600 force
- Only occurs if the enemy died from the triggering power
- Hit up to 4 targets
- Fire Explosions can be set up by Incendiary Grenades, Incinerate, and Inferno Ammo, Carnage, Sentry Turret (w/ Flamethrower upgrade), and GethTurret (w/ Flamethrower upgrade).

Cryo Explosions
- Have a 3-5 meter radius
- Freeze for 2-5 seconds
- Reduce movement speed 30%
- Deal 50-125 damage (this scales somehow)
- Have 200-450 force
- Only occurs if the enemy died from the triggering power
- Hit up to 4 targets
- Cryo Explosions can be set up by Cryo Blast or Cryo Ammo.

 


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#72
Alfonsedode

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i guess godless paladin is a source to be trusted. I wonder where i got three, I think deerber was saying 3 too ;p

#73
NuclearTech76

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i guess godless paladin is a source to be trusted. I wonder where i got three, I think deerber was saying 3 too ;p

There was a post I believe by Fagnan about the target cap on a combo explosion. Someone might be able to hunt that one down if they tried but I think that's where Godless Paladin got the info from. 



#74
Deerber

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i guess godless paladin is a source to be trusted. I wonder where i got three, I think deerber was saying 3 too ;p


Uh? While that's possible, I find it unlikely, since I've never been clear on that myself XD

Maybe I was just repeating something someone said just before. I sometimes do that assuming they're correct.

And yeah, godless took the info from fsgnan thread and they were surely accurate at the time. They might have been changed in the meantime, but it's unlikely I guess.
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#75
Cyonan

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As far as I know, the target cap on combos has always been 4.

 

That's what it's set to in the game files, anyway.


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