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Best "Iceman" Infiltrator build - Single player - please no ME3 story spoilers


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#1
robsonwt

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Hi, I'm about to start a playthrough of ME3 and I want to do an "Iceman" build for my Infiltrator Shepard i.e. Freezing as many enemies I can and delivering as many Cryo Explosion I can.

 

Cryo Ammo is a given, as is Incinerate. My ME Storyline has Kaidan so, as he has Overload, Incinerate Reave and Cryo Blast, he will be my wingman. For my other Squadmate I was thinking about EDI, who has Overload and Incinerate. What do you guys think?

 

About detonating powers for Cryo Explosions: which is better, Warp or Incinerate? The Rank 6 Freeze Combo applies to Cryo Explosion damage or only the normal Incinerate damage? Warp has the Rank 4 Detonate that increases damage, radius and force of combo detonation. That Rank would have Warp as better Cryo Explosion detonator than Incinerate?

 

About Armor and Power Upgrades I think the best option is to go with Power Recharge, so I would have more powers available at a given time to strip defenses (and therefore freeze enemies) and/or detonate Cryo Explosions. What do you guys think?

 

In that same line of thought, I would go with a light loadout to maximize Power Recharge. I was thinking a Sniper Rifle and Submachine gun. Perhaps Idra (Sniper) and Hornet (SMG). I would like to use the Hurricane SMG but I don't have the N7 Collector's Edition Pack.

 

There is a way in the game to know that I have achieved the max bonus on recharge time, so I can decide to invest in power damage instead?

 

Thanks for your attention



#2
RedCaesar97

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For weapons, the Viper is very good at proccing ammo effects like freezing with Cryo Ammo or stunning with Disruptor Ammo.

 

I would spec for power damage rather than power cooldown. Your cooldowns aare already quite fast. More damage is better for your Incinerate anyway.

 

You can get Liara's Warp cooldown to about 5.5 seconds so it can detonate faster, but I think Incinerate is still better at detonating, since it will detonate tech bursts + cryo explosions while priming for a fire explosion (it cannot detonate a fire explosion and prime for a fire explosion).

 

A good bonus power would be Energy Drain so you can deal with shielded enemies easier: remove shields with Energy Drain, then shoot and freeze with Cryo Ammo.

 

The Incinerate rank 6 Freeze Combo applies only to the base damage, not cryo explosion damage.



#3
RedCaesar97

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Okay, I tested this type of Infiltrator briefly.

 

My build:

  • I was level 60  on NG+
  • Cloak (rarely used): Damage, Recharge Speed, Damage
  • Cryo Ammo: Squad Bonus, Headshots, Damage Combo
  • Sabotage: Backfire, Explosive Hack, Tech Vulnerability
  • Incinerate (test 1): Damage, Burning Damage, Freeze Combo
  • Incinerate (test 2): Damage, Burning Damage, Armor Damage
  • Operative Mastery: Weapon Damage, Weight Capacity, Power Damage
  • Fitness: bottom row (all health and shield bonuses)
  • Energy Drain: Damage, Drain, Damage
  • I used the Viper VII or X. Cannot remember now
  • Squadmate 1 used the Viper and Squadmate 2 used the Scorpion (you asked for no story spoilers)

 

Some notes:

1) It takes about 1 - 1.5 seconds or so to fully freeze an enemy.

2) Incinerate specced for armor damage instead of Freeze Combo can still kill a frozen enemy.

3) But since enemies take some time to freeze, the armor damage Incinerate did not kill a chilled enemy (enemy in the process of freezing) but the Freeze combo Incinerate did.

4) Killing a chilled enemy does not result in a cryo explosion although the enemy still shatters

 

It was not a very hard mission; it was against Reapers, so some husks, lots of Cannibals, some Marauders, a few Ravagers, one Banshees, and one Harvester.

Basically, if it was husks or Cannibals I shot (enemy becomes frozen) > Incinerate. If it was Marauders, I Energy Drain > shot > waited > Incinerate. for everything else, I used Sabotage > Incinerate and squadmate powers and some shooting.


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#4
robsonwt

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Thanks RedCaesar97 for your analysis and the time you spent actually playing the game for the test. I will take your advices into consideration and I will post any feedback I will have later when I start playing the game.

 

I read on the Mass Effect Wiki that rapid fire weapons were better to trigger ammo effects because of the number of bullets hitting the enemy. I understand that the more bullets it hits the greater is the chance of triggering ammo effects. That's why I thought about the Idra Sniper Rifle and SMG for close quarters. I think the Idra is lighter than the Viper as well. I checked again and Viper is actually lighter than Idra.

 

Two new questions:

 

1. I've seen that are some mods that increases penetration, skipping defenses. Do you guys know that this allows enemies to be frost without having their defenses stripped?

 

2. What about Sticky Grenades? When Cryo Ammo is equipped, the grenades also explodes with freezing effects, right? Wouldn't they function as some sort of Cryo Blast? 

 

Regards,



#5
RedCaesar97

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I read on the Mass Effect Wiki that rapid fire weapons were better to trigger ammo effects because of the number of bullets hitting the enemy. I understand that the more bullets it hits the greater is the chance of triggering ammo effects. That's why I thought about the Idra Sniper Rifle and SMG for close quarters. I think the Idra is lighter than the Viper as well. I checked again and Viper is actually lighter than Idra.


Not exactly true. The chances a gun can trigger an ammo effect is actually dependent on the weapons rate of fire. The formula I've seen (thanks to capn233) looks like this:

Proc chance = AmmoRating / (ROF / 60)

So the slower your gun fires, the greater chance it will proc an ammo effect on a shot. The Viper can freeze on every single shot.


Two new questions:
 
1. I've seen that are some mods that increases penetration, skipping defenses. Do you guys know that this allows enemies to be frost without having their defenses stripped?


Not exactly. Penetration refers to how far a bullet can pierce (go through) a solid object. The more penetration, the more distance the bullet can travel through an object. This generally means cover such as walls, but can also apply to portable cover carried by enemies (such as a Guardian's riot shield) and enemies themselves (you can shoot through an enemy to hit another enemy). Some enemies have armor. Armor has a flat damage reduction value (50 on Insanity); this means a weapon's damage will be reduced by 50 damage points when it hits the armor; note that all weapons will always deal at least a minimum of 5 damage per shot, regardless of this value. Penetration mods usually ignore a % of this damage reduction.

Bullets cannot penetrate shields or barriers.


2. What about Sticky Grenades? When Cryo Ammo is equipped, the grenades also explodes with freezing effects, right? Wouldn't they function as some sort of Cryo Blast?


True, but Sticky Grenades are also very limited, but you can restock at certain points in the game. Just do not make them a core part of your strategy as you may find that you will run out very quickly if you do.

#6
robsonwt

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Not exactly true. The chances a gun can trigger an ammo effect is actually dependent on the weapons rate of fire. The formula I've seen (thanks to capn233) looks like this:

Proc chance = AmmoRating / (ROF / 60)

So the slower your gun fires, the greater chance it will proc an ammo effect on a shot. The Viper can freeze on every single shot.

 

Thanks for all your clarifications and help about this matter. One doubt though: This AmmoRating term is actually referred to what? The chance of a given type of ammo to process its effects?

 

Thanks again.



#7
capn233

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It refers to a variable that the game never tells you directly.  The base ammo rating is 1.0 for Incendiary, Disruptor and Cryo Ammo IIRC.  When you get to a rank that says something like "Increases the chance to freeze target by 15%," it then increases the rating to 1.15 for the above formula.

 

Typically for Cryo Explosions you have to wait for the target to completely freeze, which makes them somewhat unwieldy in SP compared to all the other combos, but there is at least one way to get around this.  If you use Cryo Blast to prime, and then immediately hit the target with a direct damage power like Concussive Shot, it will detonate a CE immediately.  If you are a little late it won't detonate and you have to wait for the target to completely freeze.  I don't think this worked with Cryo Ammo, just Cryo Blast, but I used that trick a lot in a Sentinel run where I took Cryo Blast, mainly with Ash and Garrus.


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#8
RedCaesar97

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If you want an idea of how an "Iceman" Infiltrator can perform, I uploaded this video showing one way you can play it.

 

A few notes:

1) I skip through a cutscene pretty quick to avoid story spoilers (and to get to more combat quicker). However, my choice of squadmates, weapons, and the mission itself may be considered a spoiler. This mission is a Leviathan DLC mission and there is some dialogue during the mission from an NPC. The NPC and mission itself may be considered a DLC story spoiler, so be forewarned if you care about that.

 

2) This is on NG+, so I am at level 60, have all armor pieces that you cannot acquire until very late in the game, and my Viper is at level X I think.


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#9
robsonwt

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If you want an idea of how an "Iceman" Infiltrator can perform, I uploaded this video showing one way you can play it.

 

A few notes:

1) I skip through a cutscene pretty quick to avoid story spoilers (and to get to more combat quicker). However, my choice of squadmates, weapons, and the mission itself may be considered a spoiler. This mission is a Leviathan DLC mission and there is some dialogue during the mission from an NPC. The NPC and mission itself may be considered a DLC story spoiler, so be forewarned if you care about that.

 

2) This is on NG+, so I am at level 60, have all armor pieces that you cannot acquire until very late in the game, and my Viper is at level X I think.

 

Thanks for your attention. But as you care a lot about to warn me I will avoid the spoilers for now. I'm going to play following the tips and hints you gave me and them I would look to your video to see if it matched my gameplay or not. Thanks again. I hope other people who already played ME3 (or don't care for spoilers) and are looking for an "ice" vibe enjoy your video as well.



#10
robsonwt

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Not exactly true. The chances a gun can trigger an ammo effect is actually dependent on the weapons rate of fire. The formula I've seen (thanks to capn233) looks like this:

Proc chance = AmmoRating / (ROF / 60)

So the slower your gun fires, the greater chance it will proc an ammo effect on a shot. The Viper can freeze on every single shot.

 

I was looking into the Mass Effect Wiki pages and regarding the ME3 weapons, the Rate of Fire stated on the weapons seems to be a percentual value rather than an absolute (Rounds per minute) value. The M-76 Revenant for instance is said to have Base WCFDA: 54 / 70 / 65 (Fire rate) / 20 / 15. But if you look in the same weapon in ME2 specs it states that is 700 RPM. So I assume that the RPM in ME3 is similar to ME2 and the 65 is a percentual rate of fire comparative to other Assault Rifles or all weapons on the game. 

In the formula above, the ROF stated is RPM or in the percentual value that is showed in the Mass Effect Wiki page?

Thanks for your clarification. Regards,



#11
capn233

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The wiki is useless for ME3 weapon stats because they basically copied the weapon bar stats.

 

https://docs.google....RnbGRDYnc#gid=8

 

Most of the SP weapons (except those from Gun DLC, and a few other exceptions) have the same stats as in MP.  Revenant has an ROF of 650 in ME3.



#12
robsonwt

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The wiki is useless for ME3 weapon stats because they basically copied the weapon bar stats.

 

https://docs.google....RnbGRDYnc#gid=8

 

Most of the SP weapons (except those from Gun DLC, and a few other exceptions) have the same stats as in MP.  Revenant has an ROF of 650 in ME3.

 

Thanks for the info and for the detailed documentation.



#13
ImaginaryMatter

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It refers to a variable that the game never tells you directly.  The base ammo rating is 1.0 for Incendiary, Disruptor and Cryo Ammo IIRC.  When you get to a rank that says something like "Increases the chance to freeze target by 15%," it then increases the rating to 1.15 for the above formula.

 

Typically for Cryo Explosions you have to wait for the target to completely freeze, which makes them somewhat unwieldy in SP compared to all the other combos, but there is at least one way to get around this.  If you use Cryo Blast to prime, and then immediately hit the target with a direct damage power like Concussive Shot, it will detonate a CE immediately.  If you are a little late it won't detonate and you have to wait for the target to completely freeze.  I don't think this worked with Cryo Ammo, just Cryo Blast, but I used that trick a lot in a Sentinel run where I took Cryo Blast, mainly with Ash and Garrus.

 

This also seems to work for Heavy Melee attacks, well at least the Sentinels.



#14
ImaginaryMatter

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Okay, I tested this type of Infiltrator briefly.

 

My build:

  • I was level 60  on NG+
  • Cloak (rarely used): Damage, Recharge Speed, Damage
  • Cryo Ammo: Squad Bonus, Headshots, Damage Combo
  • Sabotage: Backfire, Explosive Hack, Tech Vulnerability
  • Incinerate (test 1): Damage, Burning Damage, Freeze Combo
  • Incinerate (test 2): Damage, Burning Damage, Armor Damage
  • Operative Mastery: Weapon Damage, Weight Capacity, Power Damage
  • Fitness: bottom row (all health and shield bonuses)
  • Energy Drain: Damage, Drain, Damage
  • I used the Viper VII or X. Cannot remember now
  • Squadmate 1 used the Viper and Squadmate 2 used the Scorpion (you asked for no story spoilers)

 

Some notes:

1) It takes about 1 - 1.5 seconds or so to fully freeze an enemy.

2) Incinerate specced for armor damage instead of Freeze Combo can still kill a frozen enemy.

3) But since enemies take some time to freeze, the armor damage Incinerate did not kill a chilled enemy (enemy in the process of freezing) but the Freeze combo Incinerate did.

4) Killing a chilled enemy does not result in a cryo explosion although the enemy still shatters

 

It was not a very hard mission; it was against Reapers, so some husks, lots of Cannibals, some Marauders, a few Ravagers, one Banshees, and one Harvester.

Basically, if it was husks or Cannibals I shot (enemy becomes frozen) > Incinerate. If it was Marauders, I Energy Drain > shot > waited > Incinerate. for everything else, I used Sabotage > Incinerate and squadmate powers and some shooting.

 

I plan on trying this build as well.

 

But one thing that has always bothered me. Does the Rank 6 Freeze Combo evolution of Incinerate affect chilled targets? I read that it was glitched and only affected frozen targets but this was from the wiki so I'm not 100% positive.



#15
RedCaesar97

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I plan on trying this build as well.

 

But one thing that has always bothered me. Does the Rank 6 Freeze Combo evolution of Incinerate affect chilled targets? I read that it was glitched and only affected frozen targets but this was from the wiki so I'm not 100% positive.

 

I believe this was fixed in patch 4. Patch 4 notes here.

 

Also, I can sort of confirm that it works. When I was testing this build, I tried Freeze Combo and Armor Damage evolutions of Incinerate rank 6. The Freeze Combo evolution would kill enemies in the process of being frozen (they were chilled), but the Armor Damage evolution would not; Armor Damage would leave these with health.


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#16
robsonwt

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I believe this was fixed in patch 4. Patch 4 notes here.

 

Also, I can sort of confirm that it works. When I was testing this build, I tried Freeze Combo and Armor Damage evolutions of Incinerate rank 6. The Freeze Combo evolution would kill enemies in the process of being frozen (they were chilled), but the Armor Damage evolution would not; Armor Damage would leave these with health.

 

I don't know if you can answer me that, but I just bought ME3 from PSN Store and started played (I applied all patches it asked me) and the Concussive Shot of Garrus is still with ammo powers in the rank 6. The Post from patch 4 above says it wouldn't exist anymore but says it's on rank 5 and doesn't specify if it's on Single player or Multiplayer. In the Mass Effect Wiki it says that Concussive Shot has different specs for SP and MP. 

Do I have the game with the newest patch?

 

About my feedback so far with the "Iceman" Infiltrator:

 

  • Rate of fire is really the name of the game. Pick the lowest rate of fire weapons you can get. I tested the difference between Indra and Viper, and the I couldn't get one enemy frost with the 1st. I just hoped the ROF of Viper was not that low. An intermediary value would be more interesting. I use the Viper to shoot from the hip as well.
  • I'm using a Predator for a side arm instead of a SMG. I'm planning to get Carnifex or Valiant Paladin down the game.
  • My Squadmates so far are Garrus, w/ Mattlock (I'm not using Viper with him to test the assault rifle configuration, because I'm gonna use Kaidan down the road) and EDI w/ Scorpion
  • I couldn't get Energy Drain yet, so I'm investing on Sticky Grenade, Fitness and Tactical Cloak. Then I will retrain powers and max Energy Drain.
  • My routine so far has been: Viper shoot > Wait to freeze > Incinerate > Cryo Explosion. But it's hard, because sometime, Incinerate strikes into a chilling enemy and the Cryo Explosion doesn't happen.
  • For protected enemies I'm going with Overload first to strip Shields. That's why it's important to have two Squadmates with Overload.
  • For Cryo Ammo I chose the Freeze Chance rank 6 over damage so my Squadmates would freeze more targets.
  • For Incinerate I chose the Radius and Recharge Speed. I saw that sometimes you aim to a frost enemy and instead hit another one close. With radius I think I didn't have to be that precise over firing. 
  • Being an "Iceman" is by no means the most efficient way to kill enemies. Get them to freeze is hard, it takes time. But nevertheless is very cool, pun intended.

Thanks all for the interest and help.



#17
RedCaesar97

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I don't know if you can answer me that, but I just bought ME3 from PSN Store and started played (I applied all patches it asked me) and the Concussive Shot of Garrus is still with ammo powers in the rank 6. The Post from patch 4 above says it wouldn't exist anymore but says it's on rank 5 and doesn't specify if it's on Single player or Multiplayer. In the Mass Effect Wiki it says that Concussive Shot has different specs for SP and MP. 

Do I have the game with the newest patch?

 

About my feedback so far with the "Iceman" Infiltrator:

 

  • Rate of fire is really the name of the game. Pick the lowest rate of fire weapons you can get. I tested the difference between Indra and Viper, and the I couldn't get one enemy frost with the 1st. I just hoped the ROF of Viper was not that low. An intermediary value would be more interesting. I use the Viper to shoot from the hip as well.
  • I'm using a Predator for a side arm instead of a SMG. I'm planning to get Carnifex or Valiant down the game.
  • For Cryo Ammo I chose the Freeze Chance rank 6 over damage so my Squadmates would freeze more targets.

Thanks all for the interest and help.

 

Some answers:

1) Yes you have the latest patch. Concussive Shot has different evolutions in multiplayer versus single player. The "Amplification" evolution never worked in multiplayer so they replaced it with another evolution in that patch. "Amplification" still works in single player.

 

2) Valiant is only available with the Collectors edition of the game, or through modding (PC only I think; not sure if you can get it by modding Xbox saves; I don't think you can mod a PS3 save).

 

3) Freeze Chance is fine if you are using high rate-of-fire weapons on squadmates. Using low rate-of-fire weapons on squadmates such as the Viper or Scorpion would help with the freeze chance.

 

Note that squadmates deal only 30% of base weapon damage to start. Some squadmates have passives that increase their weapon damage. Ordering squadmates to attack a specific target adds +200% weapon damage for I think 10 seconds.

 

Also, do not fire the Viper from the hip. I believe all weapons take an accuracy penalty when fired from the hip. All sniper rifles take a damage penalty when fired from the hip; that is, all sniper rifles deal less damage when not zoomed in.



#18
robsonwt

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Some answers:

 

2) Valiant is only available with the Collectors edition of the game, or through modding (PC only I think; not sure if you can get it by modding Xbox saves; I don't think you can mod a PS3 save).

 

3) Freeze Chance is fine if you are using high rate-of-fire weapons on squadmates. Using low rate-of-fire weapons on squadmates such as the Viper or Scorpion would help with the freeze chance.

 

Note that squadmates deal only 30% of base weapon damage to start. Some squadmates have passives that increase their weapon damage. Ordering squadmates to attack a specific target adds +200% weapon damage for I think 10 seconds.

 

Also, do not fire the Viper from the hip. I believe all weapons take an accuracy penalty when fired from the hip. All sniper rifles take a damage penalty when fired from the hip; that is, all sniper rifles deal less damage when not zoomed in.

 

2) I get the name of the Heavy Pistol wrong. I was actually referring to Paladin. I've changed my original post. It is on sale for 200.000 in one of Citadel Stores. I don't know if it's worth it, though.

 

3) I'm planning to use low fire rate on Squadmates as well, but since the Squad evolution of Cryo Ammo is 50% for Squadmates I think the Freeze Chance will increase the chance of my squadmates freeze enemies. I think it will be better than damage. Note that, while inefficient, I'm building to have as much freeze (and not dead) enemies I can. So I will always trade Damage for Freeze Chance. My killing blow is going to be Cryo Explosion.

 

That's why I'm firing Viper from the hip sometimes. When I encounter a unexpected enemy in close quarters is better to fire Viper from the hip and have 100% chance of freezing him than change to the Heavy Pistol (which now in the game has a relative high fire rate), loose time doing so and perhaps being unable freeze him. I'm not very concerned by the damage reduction (I don't want to kill, but freeze), and the accuracy reduction is forgivable because a body shot will freeze as well.

 

Note that I'm playing on Normal, cause I'm a casual gamer. I think the higher difficulties will be too much for me to handle.



#19
capn233

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Paladin is a good weapon, it has high damage per shot.  It has a small clip size though (3), so you need to make the shots count.  You could take the extended magazine mod, but then you either have to skip a damage barrel or piercing.

 

Wraith is probably the best all around weapon in the Spectre store.



#20
robsonwt

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The wiki is useless for ME3 weapon stats because they basically copied the weapon bar stats.

 

https://docs.google....RnbGRDYnc#gid=8

 

Most of the SP weapons (except those from Gun DLC, and a few other exceptions) have the same stats as in MP.  Revenant has an ROF of 650 in ME3.

 

I've seen a difference between what is stated on this document to what is happening in the game I'm playing. The Indra Sniper rifle is (from I to V) lighter than Viper. (I know this because I get a bigger power recharge bonus display on the Loadout screen). And in the document says otherwise. Have you notice that difference as well in your games? Do you know if there is other differences?

 

Thanks for your attention.



#21
robsonwt

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About Talon Heavy Pistol: It says both in the game UI and the document linked above that it has a low fire rate (It actually has it, when you use it in game), but I'm having trouble freezing enemies with this pistol. Do you think it has something to do with the shotgun-like rounds, with several pellets? Do you think maybe the game multiplies the fire rate by the number of pellets when it calculates the ammo processing chance?

 

Thanks for your attention.



#22
capn233

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I've seen a difference between what is stated on this document to what is happening in the game I'm playing. The Indra Sniper rifle is (from I to V) lighter than Viper. (I know this because I get a bigger power recharge bonus display on the Loadout screen). And in the document says otherwise. Have you notice that difference as well in your games? Do you know if there is other differences?

 

Thanks for your attention.

 

Where are you looking?  As I stated, for most of the weapons they are using MP stats now in SP, due to the inclusion of most of the balance changed through Dec 4, 2012 being put into the game with patch 1.05.

 

Basically if you were to build a correct version of that chart, you can take the SP tab and then apply the changes that I listed back in this post:

http://forum.bioware...ing/?p=14795742

 

About Talon Heavy Pistol: It says both in the game UI and the document linked above that it has a low fire rate (It actually has it, when you use it in game), but I'm having trouble freezing enemies with this pistol. Do you think it has something to do with the shotgun-like rounds, with several pellets? Do you think maybe the game multiplies the fire rate by the number of pellets when it calculates the ammo processing chance?

 

Thanks for your attention.

 

Rate of fire is 75, which is not exactly slow relative to the formula.

 

You would think after you get rank 3 of Cryo Ammo that it would be sufficient to freeze on every shot.  I'll take a look at some of this again when I get a chance.  I didn't think it manipulated stat rate of fire with pellets.



#23
robsonwt

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Where are you looking?  As I stated, for most of the weapons they are using MP stats now in SP, due to the inclusion of most of the balance changed through Dec 4, 2012 being put into the game with patch 1.05.

 

Basically if you were to build a correct version of that chart, you can take the SP tab and then apply the changes that I listed back in this post:

http://forum.bioware...ing/?p=14795742

 

 

Rate of fire is 75, which is not exactly slow relative to the formula.

 

You would think after you get rank 3 of Cryo Ammo that it would be sufficient to freeze on every shot.  I'll take a look at some of this again when I get a chance.  I didn't think it manipulated stat rate of fire with pellets.

 

I was looking in this file that you provided:

 

https://docs.google....RnbGRDYnc#gid=8

 

But in the game I'm playing, when I equip an Indra and a Viper with the same level (only until 5, because I'm in my first PT), my recharge bonus is better with Indra than Viper. So I'm assuming that Indra is lighter than Viper. And that document said otherwise. But I was looking in the SP tab. You explained that it changed in the latest patch.

By the post you mentioned above, Viper starts heavier than Indra but as you upgrade them, they become with the same weight. Since I can only go until level 5 in this PT, Viper will be heavier than Indra.

 

About Talon, using the formula: Proc chance = AmmoRating / (ROF / 60)

 

I have the +30% chance from rank 2 and the +50% from rank 6 of Cryo Ammo. So my AmmoRating would be 1.8?

 

Proc Chance = 1.8 / (75/60) = 1.44 (higher than 100%). That is correct?

 

Thanks for all the help.



#24
capn233

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Ok so you might have been on to something about rate of fire.

Looking back with the script editor in the ammo power, it uses a function called "GetBulletsPerSecond."

 

This function returns RateofFire/60 for most weapons, but for the shotgun class it returns RateofFire / 60 * 8.

 

Now I need to look at the Talon and see what is going on...

 

Base freeze chance for Cryo Ammo is indeed 1.0.



#25
capn233

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Ok so I don't know what it is doing with the Talon, I figured the function was just checking what class weapon in which case the Talon should be in the pistol class and just use 75 for BulletsPerSecond.  Maybe I will try messing with it tomorrow to try and figure out the freeze rate to see what it is using for BulletsPerSecond.  That would be illuminating.  If it is using the shotgun formula it would obviously be 10 instead of 1.25.  However, Talon does not have 8 pellets like shotguns, it actually shoots 6 projectiles.  So it could be using 7.5.

 

Thinking about this, if it is using the shotgun formula, then with your max chance Cryo (stat 1.8), then the "freeze chance" should be only 0.18 per pellet, or if it is somehow scaled to the real projectiles than 0.24.  Also the pellet should have to land on health to even be eligible to freeze (so not shields or barriers).

 

Another line of inquiry would be to test the Crusader (rate of fire of 80), since it is actually in the Shotgun class, but does not really fire 8 projectiles per shot.