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How do detonations work?


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40 réponses à ce sujet

#26
brazen_nl

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Im confused... you have listed the detonators. But I still cant see how they work. Same with the cross class descriptions. You have listed what they are but not HOW to use them and which skills together causes the effects >.<

 

 

He did show the how. He just didn't list the skills.

 

A warrior stun is the 2-H Pommel Strike. It was copied from a guide, and that guide also doesn't list the skills. So, for now, you will need to check your abilities page to see which abilities are primers and which are detonators.

 

Don't look a gift horse in the mouth, so to speak. :)


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#27
mbrandybuck

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All well and good but... And it's a big but... LOL!

 

In order to pull these off when YOU want to, you'll need to disable all AI and use the crappy tactical view. Lot's of micromanagement to do it right. I'm not saying it wouldn't work out well in especially tough boss fights but...

 

Without going into tactical view, you have NO idea what your party members are doing. They have a mind of their own. Combat is chaotic. It's a chore just trying to keep the mages form running into melee range.

 

I don't think I have the patience to fully utilize these detonations. If they occur during normal combat, I will welcome them for sure, but with this crappy interface and NO real "tactics", it is just too much micromanagement for me.



#28
steamcamel

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Nice writeup. If only we had a functional tactics system in place to make party members activate primes and triggers properly. But they're too busy running into melee and aoe range to get slaughtered and chug down health potions.



#29
Magma_Axis

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Nice writeup. If only we had a functional tactics system in place to make party members activate primes and triggers properly. But they're too busy running into melee and aoe range to get slaughtered and chug down health potions.

Nah, AI did good job on triggering them, when they saw somebody being frozen, they literally spam the detonator skills. They also use primes repeatedly when set to preferred in Tactics menu



#30
brazen_nl

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Nah, AI did good job on triggering them, when they saw somebody being frozen, they literally spam the detonator skills. They also use primes repeatedly when set to preferred in Tactics menu

 

Yes. This part of the tactics system works for me, too. 



#31
GuyNice

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I'm not sure what it's called, but there's another combo available to Rift Mage by combining Shock + Weaken (via pull of the abyss, veilstrike or stonefist etc.) to create a detonation which puts everyone to Sleep (not sure if it does any damage as well). Then you can use cause an Eldritch, Impact or Nightmare detonation via other spells. And this is just the Rift Mage him/herself.



#32
yankblan

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Yes. This part of the tactics system works for me, too. 

 

Exactly; when I try to use long shot for shatter, 50% of the time I'm being outplayed by a fellow party member.  If that member's ability is in cooldown/not enough stamina, then my ability will shatter.

 

EDIT: also, I remember from a Twitch feed from the devs prior to release, they were saying exactly that: combos are hard coded in the AI, no need to setup tactics, which you can't anyway.



#33
Soylent

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Does the party AI set up and detonate combos on its own? Is it better at the primer or the detonations (meaning, which one should we be doing manually)?

 

I guess my question is whether we need to care about all this info if the AI is "hard-coded" to do it?



#34
Magma_Axis

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Does the party AI set up and detonate combos on its own? Is it better at the primer or the detonations (meaning, which one should we be doing manually)?
 
I guess my question is whether we need to care about all this info if the AI is "hard-coded" to do it?


The AI will do it on their own, but of course not as efficient as player. The main point of combos is for defeating a certain enemy quickly (archer and mages) or heavily damage tougher enemies so direct control is preferred for that purpose

#35
Rhaine

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Bump, anyone know how combo damage is calculated?

 

Im assuming its a % of weapon damage like most skills? anyone know exact numbers or atleast good estimates?



#36
lastpawn

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Bump, anyone know how combo damage is calculated?

 

Im assuming its a % of weapon damage like most skills? anyone know exact numbers or atleast good estimates?

 

Seems to be a percentage of weapon damage, yes, and not a set amount. Not sure if this scales up/down with difficulty like combos in ME3, I assume not (only play on Nightmare and Hard occasionally).

 

The combo damage seems increased by damage multipliers, like the bonus attacking from stealth. 

 

I'd say my Rogue's Shatter hits for something like... 800% weapon damage? I believe Shatter is the hardest-hitting combo.



#37
samb

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Wow I'm learning so much.  Didn't know they put tech and biotic explosions into this game.

only the listed abilities will detonate?  So something like spinning blades or hidden blades won't do anything?  What about poison? That is not a valid primer status?



#38
brazen_nl

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Only the listed (+ mass sleep).

 

This is not new, it's been here since DA2. Same as ME, since ME2.



#39
samb

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Oh so the specialization skills can't detonate? I guess I will have to pick up knockout bomb now.

#40
Biotic Flash Kick

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too bad half of them are bugged and few of them even add more to focus meters if you have the skill 



#41
brazen_nl

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Oh so the specialization skills can't detonate? I guess I will have to pick up knockout bomb now.

 

Not accounting for bugs, some can detonate and some can prime. See their descriptions (it will say that it can detonate, but it won't explicitly say it can prime eg. sleep).