The Only legit rounds are:
EXPLOSIVE ROUND!!!
(or water round...)
The Only legit rounds are:
EXPLOSIVE ROUND!!!
(or water round...)
Round of pints.
Yours, that is.
I use Krogan Soldier with incendiary almost always, so I can produce more fire explosions. I don´t know if it glitches or not, I frankly never noticed anything insane happening from this set up. Maybe it´s because I use Claymore or I am noob.
Inferno Grenades probably get more insane DPS out of the glitch than any other power on the game. Not only does it give you an unwarranted damage increase, but it condenses all of your Inferno Grenade damage from an 8-second window down to a 3-second window. The end result is insane damage - I'd guess around 5k DPS if Grenades are specced for max armor damage. Ravagers die in like a second. Brutes usually take about 2.5.
Try this experiment: Hit an armored enemy (preferably Brute strength or higher) with an Inferno Grenade, then shoot it once with your Claymore and observe results.
Pretty sure the glitch only works if you grenade first, then shoot though. So if you want to intentionally not abuse the glitch, either shoot stuff before you grenade it or don't shoot stuff after you grenaded it.
Huh. I never knew this glitch was so easy to invoke.
I always assumed it was a little more involved, and therefore frowned upon, so I didn't bother learning about it.
Summoning this thread using a Black Vial that I found in the basement...
Will Warp --> Incinerate do any special stacking...just by themselves? Or does this glitch rely on stacking specifically with fire ammo?
Was trying to cast Incinerate when I saw a teammate cast Warp recently, thinking I was being 'helpful'...especially vs armor.
Summoning this thread using a Black Vial that I found in the basement...
Will Warp --> Incinerate do any special stacking...just by themselves? Or does this glitch rely on stacking specifically with fire ammo?
Was trying to cast Incinerate when I saw a teammate cast Warp recently, thinking I was being 'helpful'...especially vs armor.
Nope, incendiary ammo is needed.
Nope, incendiary ammo is needed.
Thanks. Figured as much. I saw some fast armor melting, but it was obviously due to the fire ammo being applied.
I would've loved to try out polonium rounds
It shouldn't matter what order you apply the DOTs, they should add. The one exception should be if you get a Fire Explosion, and then try to apply IA ticks during FE only DOT duration, where it will do 0 damage per tick until FE DOT expires. This usually isn't a problem since most of the time there is active IA or power DOT.
Second inferno grenades thrown on top of glitched interactive DOT don't do much except waste a grenade though.
This is the master thread for all your IA questions.
http://forum.bioware...cs-corrections/
I would've loved to try out polonium rounds
It shouldn't matter what order you apply the DOTs, they should add.
Actually, I'm not sure what you mean here, but if it's what I think, Corlist once confirmed that you have to apply the power before you shoot the IA, otherwise it won't work. Take it as you will...
OP, I see the incendiary ammo thing a lot like the reload cancel thing. It's something that's there in the game mechanics that Biovar never thought it important enough to fix. I don't intentionally try to exploit it, but I do use incendiary ammo for fire explosions, and I do use reload cancel. I say just play the game as it is and enjoy!! Now missile glitching, that's something I would avoid (I don't know how anyways, but seems like blatant abuse).
Actually, I'm not sure what you mean here, but if it's what I think, Corlist once confirmed that you have to apply the power before you shoot the IA, otherwise it won't work. Take it as you will...
Do you have a link to that by any chance?
---
There was a post in the original thread:
"The reason you are seeing the larger stacks with warp, as well as the disappearing warp ticks, is because warp and incendiary ammo both use the same damage effect for their DoT, this means that if an enemy is already warped and taking damage, and incendiary is added, the two effects are combined into one, this of course also works the other way (incendiary first then warp, creating one damage effect). Warp is still the 'owner' which is why when this effect kills a target, warp is the 'killing blow'."
That was from Chris Schanche's response to peddro about it.
OP, I see the incendiary ammo thing a lot like the reload cancel thing. It's something that's there in the game mechanics that Biovar never thought it important enough to fix.
If you believe the devs (and I do, on this count at least, because reload cancelling isn't unique to Mass Effect), reload cancelling was intentional from the start. The IA glitch…not so much.
Feel free to use whatever you like, of course, but I don't think that the two are in the same category.
Do you have a link to that by any chance?
---
There was a post in the original thread:
"The reason you are seeing the larger stacks with warp, as well as the disappearing warp ticks, is because warp and incendiary ammo both use the same damage effect for their DoT, this means that if an enemy is already warped and taking damage, and incendiary is added, the two effects are combined into one, this of course also works the other way (incendiary first then warp, creating one damage effect). Warp is still the 'owner' which is why when this effect kills a target, warp is the 'killing blow'."
That was from Chris Schanche's response to peddro about it.
Yeah I'm sorry man, I really can't remember what thread that was in, as the glitch wasn't the focus of the thread, it got side-tracked. It wasn't that much time ago either, but enough that I don't remember. I guess you'll have to take my word on it, if you feel like it. I do remember it very well, as I specifically asked that question to Corlist, and the answer was that you need to apply the power first, at least for warp, and he said he was confident the same was true for the other powers as well.
To be honest, I'll take what Corlist tells me over what Schanche does about this game's mechanics any day. No offense to Schanche meant. Of course, there is the fact that you are providing a link while I'm unable to, so... Yeah.
It wouldn't even be hard to test anyway.
Editing my position above.
It appears both you and I are getting senile Capn, as the thread it was in definitely wasn't sidetracked and was very, very much into technical details about IA.
And... You were the first to reply to Corlist's post ![]()
http://forum.bioware...ome/?p=16409524
By the way, what do you know, the new search function of this forum is actually somewhat good.
Edit: although, from further reading, it appears that evidence wasn't deemed conclusive because it might have been the FE 0 damage bug... Was that the reason you were not taking it into consideration?
OP, I see the incendiary ammo thing a lot like the reload cancel thing. It's something that's there in the game mechanics that Biovar never thought it important enough to fix. I don't intentionally try to exploit it, but I do use incendiary ammo for fire explosions, and I do use reload cancel. I say just play the game as it is and enjoy!! Now missile glitching, that's something I would avoid (I don't know how anyways, but seems like blatant abuse).
Here we go again, somebody claiming reload cancel was not intended to be in the game.
^^
Editing my position above.
It appears both you and I are getting senile Capn, as the thread it was in definitely wasn't sidetracked and was very, very much into technical details about IA.
And... You were the first to reply to Corlist's post
http://forum.bioware...ome/?p=16409524
By the way, what do you know, the new search function of this forum is actually somewhat good.
Edit: although, from further reading, it appears that evidence wasn't deemed conclusive because it might have been the FE 0 damage bug... Was that the reason you were not taking it into consideration?
Man that was so long ago (one year). ![]()
I actually thought it worked on normal defense layers if you did it backwards, just not on layers where IA had a 0 multiplier (shields, barriers). Although that was why I always applied it to large targets power first, on small targets it usually didn't matter since FE blew them up.
Hey, if you play as KroSol and detonate you Nades with Carnage then proceed to keep shooting with Incindiary Ammo, does the glitch still work? Unlike what I think is the case with Warp, where if you detonate Warp, the glitch doesn't work? Any of this true?
As I just unlocked the Claymoar yesterday and it's so perfect for cheesing with it on my KroSol even without a pierce mod & Claymoar being only level 2, the dmg is so yummy for a new manifest player as myself.
Does this Incendiary Glitch also happen
with the Asari Justicar and her Warp- Sphere?
Just play whatever, and exploit whatever. If this glitch is exploitative, then you may as well add reload cancelling to the list. It's not your responsibility to fix something the programmers didn't do right. (or patch up in later updates) You paid for the game, you just play it.

Edit : whoever likes this post are likely scrubs because I just baited you into admitting you exploit. ![]()