Aller au contenu

Photo

Damage or Radius?


  • Veuillez vous connecter pour répondre
52 réponses à ce sujet

#1
plundergore

plundergore
  • Members
  • 85 messages

The damage spec seems obvious, but I can't wrap my head around why I'd choose radius over pure damage.  For example, if I spec Reave for radius and there are multiple enemies within that expanded radius I specc'd, does that mean Reave does more damage simply because I'm hitting more than one enemy at once?  Is Reave taking the radius damage from both enemies and applying it to me?  You take radius on Reave at say 440 damage (just guessing here) and you hit 2 enemies with it.  Does that mean the damage reduction you get is 880 because you hit 2 enemies at once?  

 

Next example is say, Energy Drain (really any AOE buff).  If I prime enemies within the radius range with ED, does that mean I can detonate multiple enemies at once?  Versus priming only enemy via damage spec, and getting minimal AOE burst/explosion, etc.?

 

Sorry for the old question, and didn't see a topic similar to this one already asked.  



#2
nat in the hat

nat in the hat
  • Banned
  • 1 370 messages
Radius. You can always use amps to have more damage. You never increase the radius
  • Homey C-Dawg, FasterThanFTL et acicm2 aiment ceci

#3
FasterThanFTL

FasterThanFTL
  • Members
  • 4 712 messages

I usually take radius at 4a/4b and damage at 6a/6b for a good balance of both radius and damage.



#4
plundergore

plundergore
  • Members
  • 85 messages

Sure, that's a great point I never considered.  But even then, why not just go for more damage with amps?  I'm trying to figure out if radius primes multiple enemies for detonation, which unless I'm doing it wrong, I haven't noticed is happening.  So I usually spec for straight damage.  



#5
Robbiesan

Robbiesan
  • Members
  • 2 543 messages

Good questions. I'd like to hear from the data miners of the community regarding radius+targets and damage numbers.

 

Throughout trying various builds I eventually settled upon 'radius' for applicable powers.



#6
Terminator Force

Terminator Force
  • Members
  • 6 049 messages

I go back and forth. Plus varies a lot with power and kits. ie. Salarian Infiltrator, I go max dmg all the way on Energy Drain just to make sure shieldgate is less of an issue on as many enemies as possible. On Salarian Engineer, radius for combo dmg.



#7
MaxCrushmore

MaxCrushmore
  • Members
  • 3 167 messages

Radius allows you to stagger multiple enemies, seems like a good perk


  • PHOEN1XK1NG et EnemySpinach aiment ceci

#8
Alfonsedode

Alfonsedode
  • Members
  • 3 896 messages
radius is a must on reave if you have cluster nades for ex : mutiple priming and multiple detonator. I think i never even tried reave damage evo.

For the health shield gain, i m pretty sure all damage point U do is won on your side.
Energy drain test : http://forum.bioware...-done/#16642798

#9
plundergore

plundergore
  • Members
  • 85 messages

I go back and forth. Plus varies a lot with power and kits. ie. Salarian Infiltrator, I go max dmg all the way on Energy Drain just to make sure shieldgate is less of an issue on as many enemies as possible. On Salarian Engineer, radius for combo dmg.

I do the same on SI, but then again I always go damage.  I'm confused on the SE though, "radius for combo damage?"  Do you mean detonations hitting multiple enemies?


  • Terminator Force aime ceci

#10
plundergore

plundergore
  • Members
  • 85 messages

radius is a must on reave if you have cluster nades for ex : mutiple priming and multiple detonator. I think i never even tried reave damage evo

Ok so this sounds exactly what I'm getting at.  So if you multi-prime and detonate, for Reave does that mean you have multi-protection as well?



#11
Alfonsedode

Alfonsedode
  • Members
  • 3 896 messages

Ok so this sounds exactly what I'm getting at.  So if you multi-prime and detonate, for Reave does that mean you have multi-protection as well?


edited my post later on :
For the health shield gain, i m pretty sure all damage point U do is won on your side.
Energy drain test : http://forum.bioware...-done/#16642798

#12
Alfonsedode

Alfonsedode
  • Members
  • 3 896 messages
No DR involved here, just plain health and shield points

#13
Black_Mage

Black_Mage
  • Members
  • 694 messages

Radius allow you to hit multiple enemies, subject to a target cap per cast.  So if you do 440 damage to one enemy, you will do the same to two enemies within the AOE i.e. total damage of 880.

 

Radius will also allow you to prime multiple enemies.  Whether you can get more than one combo explosion depends on the detonating power.  For example, if you prime 2 enemies will Reave, you can get 2 biotic explosions with Cluster Grenades if the 2 enemies are sufficiently far apart.  Detonating Reave with Warp will always give you one BE only.



#14
Jeremiah12LGeek

Jeremiah12LGeek
  • Members
  • 23 789 messages

I always take radius on Reave. As long as multiple targets are available, you will almost certainly do more total damage by hitting 2 or 3 of them, and it makes priming and detonating combos significantly easier.



#15
plundergore

plundergore
  • Members
  • 85 messages

I appreciate all the answers, everyone.  I've been trying to figure this out since the game came out.  Cheers and beers are in order!  I should mention I only used Reave and Energy Drain as examples, but my question applies to any damage or radius choice.  So it sounds like you can use radius as a multiprimer, but you can only use a single detonator?  Say, radius Carnage detonating radius Inferno nades (similar to your radius Reave to Warp combo?)? 



#16
capn233

capn233
  • Members
  • 17 266 messages

Radius will usually work out nearly universally better except in certain cases where you need the damage evolution to break some damage threshold.


  • Ashevajak et Dunmer of Redoran aiment ceci

#17
Shampoohorn

Shampoohorn
  • Members
  • 5 861 messages


I prefer damage on many grenades like Arc, Lift, Frag, since they have reasonable radii from the start. I can never decide on stickies, but given the number of times I've missed 'the other Coll Captain' with a sticky, I should probably choose radius from now on. (The single target damage spike is soooo tempting though.

For powers, I prefer radius. The utility of nearly every power is in its effects rather than its DPS. Stagger, debuff, priming are where it's at. To put it another way, I would still spec 6 ranks in Warp if it did no damage to the target. Same with Reave and proximine.
  • PHOEN1XK1NG et Quarian Master Race aiment ceci

#18
Quarian Master Race

Quarian Master Race
  • Members
  • 5 440 messages

It depends. Most things get radius, but there are some exceptions. Arc and Sticky grenades both get damage, the former because it already nukes half of the map and the latter because the damage spikes are actually meaningful with Stickies' high base damage AND the self detonating fire explosions/ tech bursts I get off of them already give them AOE capablity.


  • Ashevajak et EnemySpinach aiment ceci

#19
GruntKitterhand

GruntKitterhand
  • Members
  • 1 435 messages

If in doubt.... Radius.  It's only if I know I'm only going to use a power for a specific purpose on Bosses that I consider Damage evolutions (Stickies, mostly).  And even in most of those cases, the Radius evo would still be worth it.  

 

Rank 4 of Pull is possibly my favourite Radius evo (only on the Justicar) because it allows me to explode 2 floating mooks with Reave, rather than one.  Mathematically I may technically only be exploding one of them - I don't know - but the end result is the same: dead mooks.



#20
Cyonan

Cyonan
  • Members
  • 19 353 messages

I appreciate all the answers, everyone.  I've been trying to figure this out since the game came out.  Cheers and beers are in order!  I should mention I only used Reave and Energy Drain as examples, but my question applies to any damage or radius choice.  So it sounds like you can use radius as a multiprimer, but you can only use a single detonator?  Say, radius Carnage detonating radius Inferno nades (similar to your radius Reave to Warp combo?)? 

 

Most abilities can only detonate 1 primed target, unless it has multiple hits to it like Cluster Grenade's fragments or each individual Shockwave pulse.

 

Also, if a detonator hits multiple primed targets it will unprime all of them and only detonate 1 combo. So if one of your Cluster Grenade fragments goes of 0.5 seconds before the other 2 and hits all 3 targets you primed with Reave, you only get 1 BE.

 

I usually go for radius myself, except for on grenades and abilities where the radius is only 1.5 meters like Incinerate or Carnage. 



#21
Deerber

Deerber
  • Members
  • 16 833 messages

Taking damage over radius on any power was punishable by death in the empire.


  • capn233 et EnemySpinach aiment ceci

#22
Bud Halen

Bud Halen
  • Members
  • 870 messages

Most abilities can only detonate 1 primed target, unless it has multiple hits to it like Cluster Grenade's fragments or each individual Shockwave pulse.

 

Also, if a detonator hits multiple primed targets it will unprime all of them and only detonate 1 combo. So if one of your Cluster Grenade fragments goes of 0.5 seconds before the other 2 and hits all 3 targets you primed with Reave, you only get 1 BE.

 

I usually go for radius myself, except for on grenades and abilities where the radius is only 1.5 meters like Incinerate or Carnage. 

 

If my primed detonation target is missed (e.g. vs the shuffling and bee-swarm squirting collectors), yet he/she/it is still within the damage radius of my detonating power...it will still detonate via the radius direct damage?  Or am I wrong?

 

This is reason #1 I normally go radius.  So if I'm wrong...



#23
NuclearTech76

NuclearTech76
  • Members
  • 16 229 messages

I prefer Radius on most powers but there are a few exceptions like Inferno Nades where I use them to for pure damage. Another example is Concussive Shot which is so spammable that radius doesn't make as much sense. You can always fill in the holes with power amps in the equipment slot or power mods on your weapons.

 

Radius (assuming the power is uncapped or has a high target cap) gives you more targets hit for more killing power, it also can stun some infantry level enemies, primes more targets for detonations and warp ammo, debuffs more targets in the case of a power like PM etc, etc

 

TLDR version is if in doubt go radius.



#24
NuclearTech76

NuclearTech76
  • Members
  • 16 229 messages

If my primed detonation target is missed (e.g. vs the shuffling and bee-swarm squirting collectors), yet he/she/it is still within the damage radius of my detonating power...it will still detonate via the radius direct damage?  Or am I wrong?

 

This is reason #1 I normally go radius.  So if I'm wrong...

Radius of the explosion on most stuff will detonate. Lift nades are an exception.

 

Anything in the radius of the combo explosion becomes deprimed assuming it's primed of the same type of primer, some multidetonating powers like MFGs and clusters can set off multiple explosions if the primed targets are outside of the radius of the explosion radius of the individual fragment pieces and assuming they do not get deprimed by the combo explosion IE I think you would have to have simultaneous detonations or close OR you could have two overlying primers I think and still get multiple explosions. 

 

I think all of that's accurate but someone can clear it up if I'm wrong or just making no sense. 



#25
smeckie

smeckie
  • Members
  • 3 643 messages
I always take radius over damage. Like other have said you can always make up damage with power amps.
  • acicm2 aime ceci