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Talking about rank 6 + 6 biotic explosion (SP mode)


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#1
mesiasmith

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I have read from somewhere in BSN about rank 6 + 6 biotic explosion which I understand if rank 6 + rank 6 it will be the maximum damage result from explosion . 

Example; 
set up by Warp rank 6 + detonation by Reave rank 6
set up by Stasis rank 6 + detonation by Throw rank 6
set up by Singularity rank 6 + detonation by Shockwave rank 6
set up by Pull rank 6 + detonation by Reave rank 6 

From example above, the damage came from explosion should be the same because the biotic was set up and detonated by rank 6, right?

But from my eye when I m single play on insanity. 
I feel like Warp + Reave explosion took more damage than Warp + Throw. 
Or Stasis + Warp explosion took more damage than Stasis + Reave or Throw.
Or Pull + Wrap explosion took more damage than Pull + Reave. 

Are those because of my own feeling or just my bias?
the value of damage from explosion should be the same, right?
or there are some factors concerned which I have miss. :blush:

Modifié par mesiasmith, 21 février 2014 - 06:31 .


#2
capn233

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The base damage of the combo is calculated using the sum of the ranks of the two powers, but total damage will depend on explosion multiplier evolutions, the difficulty multiplier, and the defense multiplier.

In the abow examples, actually Warp + Throw should potentially do the most damage because each of them has a "Detonate" evolution, so you get two damage multipliers.  If a combo with Reave appeared to do more damage, it was because Throw wasn't evolved with Detonate, and Reave's DOT made it appear better.

This thread by corlist has most everything you might want to know on combos.

#3
Darkstar Aurora

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As a side note, Reave is almost always better used as a source power for (multiple) biotic explosions rather than being used as the detonator power for the explosion, if at all. Only in multiplayer does it come into its own as a detonator, due to Pull being more powerful in MP and due to the constant presence of tech/ammo effects from team members being applied to your target (Reave does not detonate tech effects, only biotic ones, which makes it useful for mixed teams)

Throw, Cluster Grenade, and Shockwave should really almost always be the detonator. Throw for its rapid recharge time and Detonate evolution, Shockwave and Cluster Grenade for their ability to detonate multiple biotic explosions when multiple targets are affected by biotic source powers (Singularity, Double Pull, Area Reave, multiple lingering Warp fields on separate enemies, or all of the above at once--courtesy of squad members).

#4
mesiasmith

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capn233 wrote...
The base damage of the combo is calculated using the sum of the ranks of the two powers, but total damage will depend on explosion multiplier evolutions, the difficulty multiplier, and the defense multiplier.
In the abow examples, actually Warp + Throw should potentially do the most damage because each of them has a "Detonate" evolution, so you get two damage multipliers.  If a combo with Reave appeared to do more damage, it was because Throw wasn't evolved with Detonate, and Reave's DOT made it appear better.
This thread by corlist has most everything you might want to know on combos.


Darkstar Aurora wrote...

As a side note, Reave is almost always better used as a source power for (multiple) biotic explosions rather than being used as the detonator power for the explosion, if at all. Only in multiplayer does it come into its own as a detonator, due to Pull being more powerful in MP and due to the constant presence of tech/ammo effects from team members being applied to your target (Reave does not detonate tech effects, only biotic ones, which makes it useful for mixed teams)

Throw, Cluster Grenade, and Shockwave should really almost always be the detonator. Throw for its rapid recharge time and Detonate evolution, Shockwave and Cluster Grenade for their ability to detonate multiple biotic explosions when multiple targets are affected by biotic source powers (Singularity, Double Pull, Area Reave, multiple lingering Warp fields on separate enemies, or all of the above at once--courtesy of squad members).



Thanks for your kind comment & useful link. Now I know the reason why my throw or warp is not much potential for combo explosion. I look back to my skill tree and some of them did not build for detonate bonus o_O. 

I run this insanity based on my old playthough so when I m start the new game, the powers already speced since old save and I didn't aware of it - totally forget. My old save just 3-4 months ago which I m new for ME3 at that time.

Presently, I re-spec my Adept Shepard at level 60 as follows...
Warp: Detonate> Expose> Recharge Speed
Throw: Force> Detonate> Recharge Speed
Singularity: Radius> Recharge Speed> Detonate
Shockwave: Radius > Detonate > Recharge Speed
Pull: Radius> Expose> Recharge Speed
Cluster Grenade: only rank 4
Biotic Mastery: Damage & Force>Damage & Capacity>Combo Mastery
Fitness: All Health & Shield Reave: Radius> Recharge Speed> Damage & Duration
Reave: Radius> Recharge Speed> Damage & Duration

(I also repec my Liara in this same way and sync to my skill)

From the above skill build, I tested on Krogan DMZ: Turian Platoon & Bomb Missons and found that I can easy take down the Boss enemys with using only 2-3 BE for Brute, 3-4 BE for Harvester (this is the first time I can finish all Harvesters) & Atlas Mech. Boss enemys are big size so it good to focus with Reave set up and then follow detonates by Throw, Warp or Shockwave (spam behind cover). 

Thanks again for the suggestion. Now my Adept Shepart become to walking biotic bomb:devil:

Modifié par mesiasmith, 22 février 2014 - 05:06 .


#5
RedCaesar97

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mesiasmith wrote...

Presently, I re-spec my Adept Shepard at level 60 as follows...
Warp: Detonate> Expose> Recharge Speed
Throw: Force> Detonate> Recharge Speed
Singularity: Radius> Recharge Speed> Detonate
Shockwave: Radius > Detonate > Recharge Speed
Pull: Radius> Expose> Recharge Speed
Cluster Grenade: only rank 4
Biotic Mastery: Damage & Force>Damage & Capacity>Combo Mastery
Fitness: All Health & Shield Reave: Radius> Recharge Speed> Damage & Duration
Reave: Radius> Recharge Speed> Damage & Duration

Because of how the recharge speed of powers is calculated, picking "Recharge Speed" evolutions brings diminishing returns, especially if you have +200% weight capacity. I recommend the following changes:

Warp: Detonate > Expose > Pierce.
Throw: Force > Detonate > Double Throw.
Shockwave: Radius > Detonate > Lifting Shockwave.
Pull: Radius > Expose > Double Pull.
Biotic Mastery: Damage and Force > Damage and Capacity > Power Mastery.
Reave: Radius > Damage Reduction > Damage and Duration.

For Biotic Mastery, you can also switch out rank 5 Damage and Capacity for the Sqaud Bonus evolution to improve your squad. But this is a personal preference. The Damage bonuses do not affect combo detonation damage (which the Adept tends to rely on), only the damage of each power itself. Plus, if you are carrying a light weapon, you do not need the extra weight capacity anyway. But that is a personal preference and just a suggestion.

As well, for Singularity, I strongly recommend Duration or Radius (your choice) > Lift Damage > Expand.
For Singularity, rank 6 Detonate is not very good in single player. Singularity lasts 25 to 30 seconds (the Lift duration is shorter than that) so it will likely not explode in time to be useful, or you will have re-casted it by then. That is why rank 6 Expand is better. Lift Damage is better at rank 5 for a little extra damage to lifted enemies. 

#6
cap and gown

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Red already covered this, but I did want to ask what your weapon load out is that you are picking recharge evolutions? The tenth of a second faster recharge speed (assuming you are close to a 200% recharge speed bonus) will not be noticeable or, frankly, useful, compared to the extra damage. Even with Liara it is debatable whether going 6B on Warp is advisable. She recharges very, very fast, especially if you put her in recharge armor.

#7
RedCaesar97

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cap and gown wrote...

Red already covered this, but I did want to ask what your weapon load out is that you are picking recharge evolutions? The tenth of a second faster recharge speed (assuming you are close to a 200% recharge speed bonus) will not be noticeable or, frankly, useful, compared to the extra damage. Even with Liara it is debatable whether going 6B on Warp is advisable. She recharges very, very fast, especially if you put her in recharge armor.

I sometimes give Liara rank 4b on her Warp. It gives her an extra 0.5s recharge speed on her Warp, so about 5.5 seconds to recharge instead of 6. But I tend to flip-flop between rank 6 evolutions on her. In the end, neither is probably all that noticeable.


Anyway, IF you go all recharge speed evolutions AND recharge speed bonuses from armor, intel and squadmates, the most recharge speed you can gain is less than 1 second for most powers.

Let's take Warp for example. Warp has an 8-second base recharge speed.
1) Warp recharge speed with the following bonuses:
 - +200% (+2) from weapon weight
 - +25% (+0.25) from rank 2

Warp Recharge Speed = 8 * (1 / 1 + 2 + 0.25) = 2.46 seconds

2) Warp recharge speed with the following bonuses active:
 - +200% (+2) from weapon weight
 - +25% (+0.25) from rank 2
 - +35% (+0.35) from rank 6b
 - +50% (+0.5) from armor
 - +40% (+0.4) from Biotic Master rank 6a
 - +25% (+0.25) from Intel
 - +10% (+0.1) from Liara's Squad bonus

Warp Recharge speed = 8 * (1 / 1 + 2 + 0.25 + 0.35 + 0.5 + 0.4 + 0.25 + 0.1) = 1.64


2.46 - 1.64 = 0.82, or less than 1 second recharge speed. 

Modifié par RedCaesar97, 22 février 2014 - 07:36 .


#8
mesiasmith

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RedCaesar97 wrote...

mesiasmith wrote...

Presently, I re-spec my Adept Shepard at level 60 as follows...
Warp: Detonate> Expose> Recharge Speed
Throw: Force> Detonate> Recharge Speed
Singularity: Radius> Recharge Speed> Detonate
Shockwave: Radius > Detonate > Recharge Speed
Pull: Radius> Expose> Recharge Speed
Cluster Grenade: only rank 4
Biotic Mastery: Damage & Force>Damage & Capacity>Combo Mastery
Fitness: All Health & Shield Reave: Radius> Recharge Speed> Damage & Duration
Reave: Radius> Recharge Speed> Damage & Duration

Because of how the recharge speed of powers is calculated, picking "Recharge Speed" evolutions brings diminishing returns, especially if you have +200% weight capacity. I recommend the following changes:

Warp: Detonate > Expose > Pierce.
Throw: Force > Detonate > Double Throw.
Shockwave: Radius > Detonate > Lifting Shockwave.
Pull: Radius > Expose > Double Pull.
Biotic Mastery: Damage and Force > Damage and Capacity > Power Mastery.
Reave: Radius > Damage Reduction > Damage and Duration.

For Biotic Mastery, you can also switch out rank 5 Damage and Capacity for the Sqaud Bonus evolution to improve your squad. But this is a personal preference. The Damage bonuses do not affect combo detonation damage (which the Adept tends to rely on), only the damage of each power itself. Plus, if you are carrying a light weapon, you do not need the extra weight capacity anyway. But that is a personal preference and just a suggestion.

As well, for Singularity, I strongly recommend Duration or Radius (your choice) > Lift Damage > Expand.
For Singularity, rank 6 Detonate is not very good in single player. Singularity lasts 25 to 30 seconds (the Lift duration is shorter than that) so it will likely not explode in time to be useful, or you will have re-casted it by then. That is why rank 6 Expand is better. Lift Damage is better at rank 5 for a little extra damage to lifted enemies. 


Thanks for your comment. Because of my cooldown always 200% so I tested and re-spec as your suggestion on mission Tuchanka. 

I feel not much different about recharge time. But I noticeable for biotic combo. This seems to took more damage compare to my previous build especially on yellow bar enemy like Brute. I face 5 or 6 Brutes in this mission and feel easy to handle. Reave+Warp, Warp+Throw, Reave+Shockwave and Warp+Shockwave. Nearly perfect. 

From your suggestion I didn't spec Lifing Shockwave as I use this power only for detonates the combo. Then I go for recharge speed. And Biotic Mastery rank 5 still remain Damage and Capacity because I prefer this build effect to my Reave when I spams to the boss enemy. 

Just sharing and thanks once again :)

#9
mesiasmith

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cap and gown wrote...

Red already covered this, but I did want to ask what your weapon load out is that you are picking recharge evolutions? The tenth of a second faster recharge speed (assuming you are close to a 200% recharge speed bonus) will not be noticeable or, frankly, useful, compared to the extra damage. Even with Liara it is debatable whether going 6B on Warp is advisable. She recharges very, very fast, especially if you put her in recharge armor.


I equiped only Avenger X and Predate VII (even on insanity level) just because it is the same one that Shepard hold on cut scene ;)
This weapon loadout already give me 200% cooldown but sometime I feel I need more recharge time because I rarely use the weapons (biotics are my gun), therefore recharge speed option is always the first one I chose.

#10
mesiasmith

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Sorry to bump this thread. I have some question about Shockwave as I spec for rank 4: Radius.
 
Sometime it work; hitting and detonation as normal but sometime it pass through the enemy without any effect. Only animation display but no boom.
 
Is shockwave radius bug? I m notice this is also happen to my multiplayer game.
 
Has it been not resolved yet? 


#11
capn233

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Yes there is a bug with Shockwave, at least on PC, where the Radius evolution can cause it to stop working altogether.