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Damage or Radius?


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52 réponses à ce sujet

#26
Bud Halen

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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. 

 

OK good.  And it definitely makes sense, so thanks.

 

For me this decision is especially critical for the QFE.  I love her ice/fire combo platters, but I want to ensure some nonprimed mook or bee swarm can't intercept her detonator.  So I go 4b-Radius for both her powers.



#27
DarkOrgasm

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Reave doesnt give you an option damage over radius at 4a/b its duration, so radius is the obvious choice, 6b give you choice of more damage against everything (30%) + Damage/DR/Duration vs 75% only against armor/barriers and nothing else against health /shields

 

For Energy Drain on SI, 1 always take damage since using a single shot weapon (sniper/claymore)  gives me best shot at OHK on mooks (especially if a teammate is screen shaking your shot)  On the Paladin though I would take radius using AoE SF



#28
Miniditka77

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Reave:  I almost always take Radius, and always, always, always on the Drell Adept.  Reave can only detonate one explosion per cast, but it can prime multiple enemies per cast.  It will also stagger multiple enemies.  And if you hit 2 or 3 enemies, you are essentially doing +100% or +200% additional total damage.  You can justify taking damage on a pure Reave damage build on the Justicar, based on stacking multiple Reaves on top of each other.  Radius is probably still the best choice even in that case though.

 

Energy Drain:  I often don't take Radius on Energy Drain.  If you can pump up the damage enough so that you can strip mooks' shields in a single cast, it lets you OSK enemies with high-damage, low ROF weapons.  Taking damage is necessary to get over some thresholds.  If you're not going to focus on maximum damage, Radius is always better.

 

Hitting multiple enemies with either doesn't affect your damage reduction though.



#29
Terminator Force

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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?

 

Yes.



#30
TheShadyEngineer

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My rule of thumb is damage on grenades and radius on everything else. There are exceptions like Smash but that's how I generally spec powers.


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#31
Homey C-Dawg

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I always take radius with reave. The power is as much utility as it is damage. Radius specced reave is the single best biotic applicator in the game for boosting your warp rounds. Also, sometimes you get lucky and the enemies move away from each other enough after being reaved that you can get more than one BE with your bubble/clusters.


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#32
justinman114

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Always radius on MOST skills.  More enemies hit = more damage (and MOAR EXPLOSIONS!)



#33
PsychoticBiotic

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Radius most of the time, but for ED I think the target cap is 2, so radius isn't as beneficial.



#34
ToYz_R_RusH

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Radius most of the time, but for ED I think the target cap is 2, so radius isn't as beneficial.

 

I always go radius on ED, but that's because I always seem to miss the pryo in front of me and ED the enemy next to the pryo with no shields... I like having that extra radius so I hit the pyro too.  To each his own...

 

I could be wrong, but I believe some of the powers are broke without radius...  I remember it being discussed years ago (and perhaps fixed since then).  I want to say either proxy mine or sticky grenades (or both) is (or was) buggy and you need radius in order to have the power work correctly.  Can someone fact-check me on this?



#35
NuclearTech76

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I always go radius on ED, but that's because I always seem to miss the pryo in front of me and ED the enemy next to the pryo with no shields... I like having that extra radius so I hit the pyro too.  To each his own...

 

I could be wrong, but I believe some of the powers are broke without radius...  I remember it being discussed years ago (and perhaps fixed since then).  I want to say either proxy mine or sticky grenades (or both) is (or was) buggy and you need radius in order to have the power work correctly.  Can someone fact-check me on this?

I think both are weird at times but it might have more to do with placement on the map than the actual power itself, trip mines are the same. PM also has that deal where it will leave PM skins behind after it has detonated sometimes. And yeah I've had bugginess with sticky nades with proximity detonation at times not going off after they're armed, I still think it's more glitched with where you place it on the terrain than the power itself being broken.


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#36
Terminator Force

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Radius most of the time, but for ED I think the target cap is 2, so radius isn't as beneficial.

 

On Salarian Engineer it is because detonating two fire explosions is better then one. Especially on Geth that love to clump together. And Geth is where the Salarian Engineer shines on regardless.



#37
Kenny Bania

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On Salarian Engineer it is because detonating two fire explosions is better then one.

 

Hmmmm...



#38
Dunmer of Redoran

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I like radius. As clunky as power aiming can be on something like Energy Drain, it gets annoying when you target an enemy and the floor gets energy drained instead. Radius works well.

 

On Salarian Engineer it is because detonating two fire explosions is better then one. Especially on Geth that love to clump together. And Geth is where the Salarian Engineer shines on regardless.

 

He's good against Cerberus too, since he eats Phantom barriers for breakfast. Like most Engineers, he's a monster with the Falcon, staggerlocking mooks and getting hefty explosions.



#39
plundergore

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Update: Since I had a surplus of respec cards, used one on Drelldept using radius on Reave and full Cluster damage.  I must've been doing it wrong but I got completely MOWED.  I'd see area Reave taking effect, toss a cluster into a group but I rarely hit.  Even then, the BE's were minimal.  Granted, I'm sure most of it was user error but other classes with self-combos (KroSol being my fave, and go-to) I have nowhere near the amount of misfires.  To me it seems Inferno nades you can throw anywhere near vs cluster seems very strict on targeting.  Am I wrong?



#40
Ashevajak

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Throwing cluster nades is....a bit of an acquired skill.

 

Also, speccing cluster grenades for full damage is not the most effective, IMO.  Radius, damage combo and shrapnel give the best results in my experience.



#41
Miniditka77

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Update: Since I had a surplus of respec cards, used one on Drelldept using radius on Reave and full Cluster damage.  I must've been doing it wrong but I got completely MOWED.  I'd see area Reave taking effect, toss a cluster into a group but I rarely hit.  Even then, the BE's were minimal.  Granted, I'm sure most of it was user error but other classes with self-combos (KroSol being my fave, and go-to) I have nowhere near the amount of misfires.  To me it seems Inferno nades you can throw anywhere near vs cluster seems very strict on targeting.  Am I wrong?

 

Cluster Grenades require some practice to use.  They aren't as easy to hit enemies as Inferno or Arc Grenades.  And I'm pretty sure hosting makes the grenades spread out even more, making it that much harder.  Try throwing the grenades at the enemies' feet, or against walls/corners if the enemies are grouped there.



#42
rlro

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Update: Since I had a surplus of respec cards, used one on Drelldept using radius on Reave and full Cluster damage.  I must've been doing it wrong but I got completely MOWED.  I'd see area Reave taking effect, toss a cluster into a group but I rarely hit.  Even then, the BE's were minimal.  Granted, I'm sure most of it was user error but other classes with self-combos (KroSol being my fave, and go-to) I have nowhere near the amount of misfires.  To me it seems Inferno nades you can throw anywhere near vs cluster seems very strict on targeting.  Am I wrong?

 

When using cluster grenades, the best option is to aim on the ground - this way you are almost guaranteed to hit something. If you try to throw them directly at an enemy, chance is you'll miss it (unless it is a big enemy, like an Atlas or Brute).



#43
plundergore

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Damn, ok.  Had no idea clusters required a little more finesse than other nades.  I'll respec for an radius and shrapnel and give it another go tonight.  



#44
NuclearTech76

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You must embrace your inner drell. Cartwheel, cartwheel, spin kick, and BIOTIC KUNG FU FIST then your clusters should work. 



#45
Quarian Master Race

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Throwing cluster nades is....a bit of an acquired skill.

lolwut?

Boss: get right in their face and shove it down their throat

Mooks: stand back a few meters and toss it at the ground to get multiple BE's. Or don't, because they'll probably all die or get ragdolled all over the place no matter what you do

Only grenade that really has a learning curve in this game is stickies. 



#46
Jeremiah12LGeek

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Even then, the BE's were minimal.

 

Power evolutions that increase power damage, specifically, won't add to the damage of Biotic Explosions. So, even if you had taken the damage instead, the BEs wouldn't have been any more powerful. There are a few debuffs that will have an effect on combo damage, but I'll leave that aside for simplification.

 

A Biotic Explosion's damage is determined by its rank. A combo's rank is the ranks of its Primer added to its Detonator. So if Reave had 3 ranks, and Clusters had 4 ranks, the final rank of the combo would be 7. For maximum effect, having a Rank 6 Reave with a Rank 6 Cluster would combine to a Rank 12 Biotic Explosion (the maximum.)

 

From there, evolutions that read "Increase the damage and radius of combos by 50%" will increase the effectiveness of combos (as well as the debuffs that I mentioned earlier.) Once you get the hang of spec'cing for combos, and targeting Cluster Grenades (which are always somewhat unpredictable) they are among the more devastating forms of attack in the game.



#47
NuclearTech76

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lolwut?

Boss: get right in their face and shove it down their throat

Mooks: stand back a few meters and toss it at the ground to get multiple BE's. Or don't, because they'll probably all die or get ragdolled all over the place no matter what you do

Only grenade that really has a learning curve in this game is stickies. 

For the most part you're right, clusters do have a small curve on some throws though on a larger map particularly getting used to the difference between them on and off host. Pretty much use clusters mostly like you use the Venom unless the target is bigger than a Volkswagen then just toss it directly at their sorry ass. 



#48
MaxCrushmore

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For Clusters on the Drell Adept I spec Damage, Damage to lifted targets, Shrapnel (Note damage to lifted targets is actually a bonus vs any biotically primed target - like from Reave)

 

For the Drell Vanguard - Damage, Extra grenades, Shrapnel



#49
Deerber

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Throwing cluster nades is....a bit of an acquired skill.

 

Also, speccing cluster grenades for full damage is not the most effective, IMO.  Radius, damage combo and shrapnel give the best results in my experience.

 

Not really the best way to spec them on the drelldept I think, as a single shrapnel hitting more than one BE-primed enemy will deprime the second (and eventually third) one(s). So damage on evo 4 is definitely a better choice, in this case. But that's only because lolBiovar.

 

When using cluster grenades, the best option is to aim on the ground - this way you are almost guaranteed to hit something. If you try to throw them directly at an enemy, chance is you'll miss it (unless it is a big enemy, like an Atlas or Brute).

 

Uhm. I somewhat disagree. On host, I aim my clusters directly at the enemies in front of me all the time, even if it's mooks. You just have to learn where to aim. It's hard to describe, but aiming roughly for their right leg, the one you see on the left, is what gives the best results in my experience. When you understand how to do it, you'll very rarely miss, and when it happens it's usually because of lag. This is only true if you're in their face, though. If you're further away just toss em on the ground, yeah.

 

For Clusters on the Drell Adept I spec Damage, Damage to lifted targets, Shrapnel (Note damage to lifted targets is actually a bonus vs any biotically primed target - like from Reave)

 

For the Drell Vanguard - Damage, Extra grenades, Shrapnel

 

Personally, I prefer radius on the Drellguard, but this is pretty much how it's done, yeah.



#50
nat in the hat

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Cant tell if that's Deerber or not


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