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Sticky Grenades Question.


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21 réponses à ce sujet

#1
RidiculousMammal

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  According to ME3 Wiki, it says the damage output is dependant on the per bullet damage of the equipped gun.   Does this mean spec'n into damage evolution of sticky grenades is pointless?



#2
MaxCrushmore

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lol, that's why you can't always trust that site.

 

Hey, I've got magic beans for sale. They sprout complete manifests overnight

 

Seriously, it's not true OP



#3
NuclearTech76

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  According to ME3 Wiki, it says the damage output is dependant on the per bullet damage of the equipped gun.   Does this mean spec'n into damage evolution of sticky grenades is pointless?

It's addictive damage based on per bullet damage. It also incurs damage penalty for hip fire.



#4
MaxCrushmore

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It's addictive damage based on per bullet damage. It also incurs damage penalty for hip fire.

 

you're cruel :lol:


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#5
Miniditka77

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  According to ME3 Wiki, it says the damage output is dependant on the per bullet damage of the equipped gun.   Does this mean spec'n into damage evolution of sticky grenades is pointless?

 

I'll help you.  The damage of the Sticky Grenade itself isn't affected by the gun you use (unless you have a Power Amp on the gun).  This is how the gun matters:  When a Sticky Grenade sticks to the enemy, it applies the equivalent of one shot of whatever ammo power you have equipped on your gun.  So if you have a rapid fire gun or pellet shotgun, this extra damage is going to be pretty small.  If you have the Javelin, this could be a pretty large damage boost (like almost 1000 extra damage if you have Incendiary IV).  And strangely, if you have a Sniper Rifle and you aren't scoped in, the extra damage will be affected by the hip-fire penalty of the gun as well.

 

Bonus:  This will also prime the enemy for a fire explosion or tech burst if you're using Disruptor/Incendiary ammo, and the Sticky Grenade will detonate the tech explosion.


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#6
Lux Caelum

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I'll help you.  The damage of the Sticky Grenade itself isn't affected by the gun you use (unless you have a Power Amp on the gun).  This is how the gun matters:  When a Sticky Grenade sticks to the enemy, it applies the equivalent of one shot of whatever ammo power you have equipped on your gun.  So if you have a rapid fire gun or pellet shotgun, this extra damage is going to be pretty small.  If you have the Javelin, this could be a pretty large damage boost (like almost 1000 extra damage if you have Incendiary IV).  And strangely, if you have a Sniper Rifle and you aren't scoped in, the extra damage will be affected by the hip-fire penalty of the gun as well.

 

Bonus:  This will also prime the enemy for a fire explosion or tech burst if you're using Disruptor/Incendiary ammo, and the Sticky Grenade will detonate the tech explosion.

 

 

Mind+blown+_6413a2aef3142eab8dd789403f71


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#7
xelander

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It's addictive damage ...

QFMT


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#8
NuclearTech76

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Yeah I meant additive damage. Miniditka I think hit in most of the high points.

#9
RidiculousMammal

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I'll help you.  The damage of the Sticky Grenade itself isn't affected by the gun you use (unless you have a Power Amp on the gun).  This is how the gun matters:  When a Sticky Grenade sticks to the enemy, it applies the equivalent of one shot of whatever ammo power you have equipped on your gun.  So if you have a rapid fire gun or pellet shotgun, this extra damage is going to be pretty small.  If you have the Javelin, this could be a pretty large damage boost (like almost 1000 extra damage if you have Incendiary IV).  And strangely, if you have a Sniper Rifle and you aren't scoped in, the extra damage will be affected by the hip-fire penalty of the gun as well.

 

Bonus:  This will also prime the enemy for a fire explosion or tech burst if you're using Disruptor/Incendiary ammo, and the Sticky Grenade will detonate the tech explosion.

 

  It took 4 posts until someone actually ATTEMPTS to answers the question.  Thank you. :kissing: :kissing: :kissing:

 

  If I'm understanding you right what you're saying is the bug is bonus damage based off of the ammo power (which is based off the gun per bullet damage) correct?

 

  E.G. Incinerate IV ammo (50% damage) w/ a Kischock.  50% damage bonus of Kischock will be stacked on top of the grenade damage?

 

So formula would be  :

 

TotalDamage = GrenadeDamage + ( EquippedGunDamage * .50 ) - HipFirePenalty ?



#10
RidiculousMammal

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lol, that's why you can't always trust that site.

 

Hey, I've got magic beans for sale. They sprout complete manifests overnight

 

Seriously, it's not true OP

 

well based on what everyone here has said, it sounds pretty accurate. Fe Fi Fo Fum I smell the blood of a trollish men. :P :devil:



#11
RidiculousMammal

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you're cruel :lol:

 

  Its obvious he meant to say additive, down troll down!



#12
Alfonsedode

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  It took 4 posts until someone actually ATTEMPTS to answers the question.  Thank you. :kissing: :kissing: :kissing:

 

  If I'm understanding you right what you're saying is the bug is bonus damage based off of the ammo power (which is based off the gun per bullet damage) correct?

 

  E.G. Incinerate IV ammo (50% damage) w/ a Kischock.  50% damage bonus of Kischock will be stacked on top of the grenade damage?

 

So formula would be  :

 

TotalDamage = GrenadeDamage + ( EquippedGunDamage * .50 ) - HipFirePenalty ?

depends if it s shield or armor :D. Hipfire is a mulitplicative thing

on armor and health with a non kishock SR :

TotalDamage = GrenadeDamage +  EquippedGunDamage * .50 * HipFirePenalty  + Fire explosion damage

 

Better use kalence and look at one bullet ammo damage



#13
xelander

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Also, where shotguns are concerned (and Talon, I suppose), the damage is calculated off of individual pellet. So, extra damage from Claymore is small, extra damage from Crusader is big.

 

And the damage is addictive. It's so satisfying to bring down a Platinum Ravager or Brute in one cycle of Cloak-Sticky-Cryo-Claymore...



#14
Lux Caelum

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Am I doing this right? (based on discussion here)
Executioner comes as most logical choice. It does a lot of damage with a single slug, and can be equipped with power mod.

But, I like my infiltrators with adrenaline mod, so I question is power amplifier worth it.

I did a little test match (vs Cerberus). One sticky grenade takes out pack of goons. Atlas is gone with 3 of them (2 of them if I shoot my gun). Only trouble is sticking it on Phantom (maybe taking 4a in fitness and slapping her and sticking her with a ball of love)
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#15
Deerber

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Almost a page and noone linked Peddro yet? You're all a bunch of weirdos! :P

 

If you want a TL;DR version: equip a high damage per bullet/pellet weapon, use incendiary/disruptor IV, cloak -> fire sticky -> sabotage to wreck everything. Don't forget to scope if you're using a SR.


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#16
Pheabus2009

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The problem with sticky nade for me is that you have to stick it to baddies to apply the ammo effect, but I'm such a terrible grenadier and always throw it onto the ground :(.

Off topic: I'm still thinking how you guys found those glitches from the beginning. Also, in gearbox forums people talked about similar "hidden features" in Borderlands :lol:.

Unreal Engine, makes games interesting since 1998;)


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#17
Tantum Dic Verbo

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Also, the grenades are only sticky if there's at least one Asari on the battlefield.
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#18
justinman114

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Am I doing this right? (based on discussion here)
Executioner comes as most logical choice. It does a lot of damage with a single slug, and can be equipped with power mod.

But, I like my infiltrators with adrenaline mod, so I question is power amplifier worth it.

I did a little test match (vs Cerberus). One sticky grenade takes out pack of goons. Atlas is gone with 3 of them (2 of them if I shoot my gun). Only trouble is sticking it on Phantom (maybe taking 4a in fitness and slapping her and sticking her with a ball of love)

Absolutely.  QFI works great too!



#19
Lux Caelum

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Absolutely. QFI works great too!


I already have my build for QFI. So, human will have to do.

Still need practice with this, sticking them on anything smaller than Atlas is a bit tricky. Think it will work against reapers really well.

#20
frank_is_crank

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Some (imho) interesting points about using sticky grenades provided by QMR here and here.


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#21
Alfonsedode

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Almost a page and noone linked Peddro yet? You're all a bunch of weirdos! :P

 

If you want a TL;DR version: equip a high damage per bullet/pellet weapon, use incendiary/disruptor IV, cloak -> fire sticky -> sabotage to wreck everything. Don't forget to scope if you're using a SR.

And Mamals had it from the start :D.  But this peddro page is full of typos and difficult to catch 

 

Some (imho) interesting points about using sticky grenades provided by QMR here and here.

Nice ! I lost those posts and was thinking about searching for them yesterday :D



#22
frank_is_crank

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Nice ! I lost those posts and was thinking about searching for them yesterday :D

 

I wouldn't say that I have too much time at work :ph34r:


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