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Platinum equivalent of 990 shields?


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#26
Deerber

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I thought Drell had 450 shields.

 

Sorry, 450, yeah. Only with full fitness though.



#27
Dunmer of Redoran

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Sorry, 450, yeah. Only with full fitness though.

 

Not going full fitness on a Drell is like not going Rage on a Krogan. You gotta synergize! :P

 

 

That and Drell with AMIII running faster than lightning is teh funneh.


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#28
Deerber

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Not going full fitness on a Drell is like not going Rage on a Krogan. You gotta synergize! :P

 

 

That and Drell with AMIII running faster than lightning is teh funneh.

 

Yeah, I've always thought and said that too ;)

I was just specifying that it's the amount of shields they get in the end, not their base one, which is 250 instead. Reason why I wrote 250 earlier before editing... XD


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#29
Dunmer of Redoran

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Yeah, I've always thought and said that too ;)

I was just specifying that it's the amount of shields they get in the end, not their base one, which is 250 instead. Reason why I wrote 250 earlier before editing... XD

 

Ah, gotcha. And in all fairness, 250 shields is about as effective vs most enemies on platinum as 1000 shields. A silly design choice, but you won't hear the Drell weeping!


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#30
Deerber

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Ah, gotcha. And in all fairness, 250 shields is about as effective vs most enemies on platinum as 1000 shields. A silly design choice, but you won't hear the Drell weeping!

 

... And if you do, it most likely won't sound as you expect because... Well, Doppler effect! ;)


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#31
Dunmer of Redoran

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... And if you do, it most likely won't sound as you expect because... Well, Doppler effect! ;)

 

Meanwhile the powerful WHRRRRRRRR knew no Doppler effect. Its might was such that no laws of science could defeat it.

 

 

Unless you count BioDevs. :(


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#32
Terminator Force

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So what, nobody solved this mystery yet? ... Don't worry guys, Sinful and science is on the case.

 

Not going full fitness on a Drell is like not going Rage on a Krogan. You gotta synergize! :P

 

 

That and Drell with AMIII running faster than lightning is teh funneh.

 

My Drell Adept is currently set for 66644 with max recharge pull. Works fine enough on my maxed manifest account, but for my new PS3 account, I'm going to respec him to max fitness when I get the chance.



#33
Darth Volus

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^ horrible build. 4/4 is passives for a Drell is punishable by airlock. You neither get max power grenades, nor you get the speed. 


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#34
Terminator Force

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^ horrible build. 4/4 is passives for a Drell is punishable by airlock. You neither get max power grenades, nor you get the speed. 

 

I do it for Instant Pull>Reave combos. 150% extra recharge on evo 6 of Pull is where it's at. Otherwise using Pull feels more like a waste of time. Course this works better on the Justicar since I don't have to worry about maxing her fitness, but then again, why leave out the Drell out on this either? I'm allowed to try out different builds. Nothing has to be set in stone.

 

EDIT - just wish respec cards came out faster from the store. There's never near enough respec cards for me.



#35
Darth Volus

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You're kidding me right? Pull is nearly worthless without Acolyte and even then it's worthless against all armoured units. And picking recharge on Pull, instead of much more powerful Biotic combos is also extremely weird. 

 

http://kalence.drupa...34O51384!D3FBG9

 

This right here is probably one of the most efficient and effective build for DA. Although I don't use Carrier myself (too easy) And you can skip Pull entirely for more Carrier damage, but I keep it for novelty sake and for pulling some pesky Husks or A-Bombs (to blow up teammates :ph34r:)


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#36
Terminator Force

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I hate the Acolyte with a passion. So no, to me playing Pull without an Acolyte will always be more fun.

 

Without the recharge speed on Pull, it takes too long to pull off a combo on just health. So yeah, whatever, blame BioWare I guess?

 

And yeah, that's something like the build I'm going for next on my new PS3 account once I get another respec card... well, maybe skip Pull out entirely. Need more passives dps since no manifest & consumables.

 

 

EDIT - but my point still stands. Pull is way more fun with the recharge speed evolution.



#37
Darth Volus

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Pulled enemies are already dead. And it's not Pull that takes too long, it's Reave. Also I use pulled enemies (on the Justicar) to damage nearby enemies with strong biotic combos. Pull combo with that 75% detonation bonus hits like a truck. 



#38
Terminator Force

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Crowd control from biotic booms and the sweet sounds of biotic booms. Plus makes me feel like a Ninja everytime I pull of a super fast Pull>Reave instant boom.

 

And for those with epeen concerns, I'm sure they all fear losing their Pulled targets to pugs desperate for epeen points too.  :lol:



#39
Darth Volus

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Crowd control from biotic booms and the sweet sounds of biotic booms. Plus makes me feel like a Ninja everytime I pull of a super fast Pull>Reave instant boom.

 

And for those with epeen concerns, I'm sure they all fear losing their Pulled targets to pugs desperate for epeen points too.  :lol:

 

Okay. Point taken. But IMO taking recharge speed on Pull is like taking recharge speed on Throw. Pull benefits is a little better though. 



#40
Terminator Force

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It's more of an enjoyment kind of thing for me.



#41
capn233

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That article is likely based on Cyonan's spreadsheet, which includes the 40% out of cover thing already.

 

 

You sure?

 

That spreadsheet says banshee warp on plat does 1176 damage incl. DoT.

 

I tested it with my smashdept (3 fitness + cycl. IV = 1300+ barriers) and a banshee warp on plat shield gated me without the DoT.

 

 

I said likely, so no, I'm not sure :pinched:

 

And if you tested it, I guess it's settled.

 

It includes it.  Here is the check:

 

Phantom palm blaster damage is 250 base.  Platinum multiplier is 3x for 750.  Sheet lists 1050, which is incidentally 750x1.4.

 

Likewise for gold it lists 875.  Gold multiplier is 2.5, so 250x2.5x1.4 = 875

 

The sheet was generated by using mem tools to look at damage taken per hit which is why it ended up having the 40% extra before the out of cover penalty was elucidated.

 

edit:  You can also take a look at the banshee numbers, the impact is listed at 840.  Multiplying by 1.4 doesn't get you more than the 1375 barrier that smashdept should have had with fitness 3 and a CMIV...


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#42
Deerber

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It includes it.  Here is the check:

 

Phantom palm blaster damage is 250 base.  Platinum multiplier is 3x for 750.  Sheet lists 1050, which is incidentally 750x1.4.

 

Likewise for gold it lists 875.  Gold multiplier is 2.5, so 250x2.5x1.4 = 875

 

The sheet was generated by using mem tools to look at damage taken per hit which is why it ended up having the 40% extra before the out of cover penalty was elucidated.

 

edit:  You can also take a look at the banshee numbers, the impact is listed at 840.  Multiplying by 1.4 doesn't get you more than the 1325 barrier that smashdept should have had with fitness 3 and a CMIV.

 

I know Cyonan's sheet accounts for the 40% more damage, for sure.

 

I wasn't sure if that article did, as well. It looks like it didn't, given the numbers you provided. I just didn't bothered to check, honestly.



#43
capn233

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I know Cyonan's sheet accounts for the 40% more damage, for sure.

 

I wasn't sure if that article did, as well. It looks like it didn't, given the numbers you provided. I just didn't bothered to check, honestly.

 

I didn't look at the article.

 

I personally don't think 990 actually came from any rigorous analysis.  But the original justification may be interesting from a historical standpoint.

 

Phantom is the only attack I remember base off hand, I will look up the banshee's attack.



#44
Deerber

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I didn't look at the article.

 

I personally don't think 990 actually came from any rigorous analysis.  But the original justification may be interesting from a historical standpoint.

 

Phantom is the only attack I remember base off hand, I will look up the banshee's attack.

 

I don't remember enemies' attack values.

 

I only remember their health ones :devil:



#45
capn233

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I don't remember enemies' attack values.

 

I only remember their health ones :devil:

 

Actually the reason I remember it is because for solo builds v Cerberus I like to know if I can tank Phantom 3 hit, and remembering the base makes it easier for me to switch between difficulties without looking it up.

 

Glancing at the graph in the article, I guess they went with 990 because it is sort of an inflection point when you graph enemy attacks (burst) on gold.



#46
TheNightSlasher

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edit:  You can also take a look at the banshee numbers, the impact is listed at 840.  Multiplying by 1.4 doesn't get you more than the 1375 barrier that smashdept should have had with fitness 3 and a CMIV...

A banshee warp broke my shields on plat for that set-up.

 

I'm not sure what's happening here. Ya, the 1.4 doesn't help either. 



#47
capn233

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I don't know where Banshee warp's base damage is defined.  The impact base would be 200 if 840 was the mem tested value on Platinum.

 

Would be amusing if her warp had a multiplier against barriers though.



#48
Deerber

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Okay. Point taken. But IMO taking recharge speed on Pull is like taking recharge speed on Throw. Pull benefits is a little better though. 

 

I take recharge speed on throw on my Fury. So? :P

 

I don't know where Banshee warp's base damage is defined.  The impact base would be 200 if 840 was the mem tested value on Platinum.

 

Would be amusing if her warp had a multiplier against barriers though.

 

Hahaha that would be a first! Someone test it with an engineer, quick! :D



#49
capn233

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Hahaha that would be a first! Someone test it with an engineer, quick! :D

 

Honestly we must be forgetting something about her warp (multiple hits?), or the sheet just has an error.  I hadn't remembered that the warp attack isn't in bioai so I couldn't just look it up rapidly there.

 

Same result as TNS using HI w/ Fitness 3 and CM4 for similar 1375 shields and 625 health:

 

 

edit:

 

Fuzzy maths:

Going with second warp where I did not dock into cover, the DOT did nearly 250 health damage (625 / 5 * 2).  If 336 is the right DOT number, that meant that around 86 spent breaking shields.  336 over 8 seconds should be 42 damage per second.  Health starts ticking about 1s after impact.

 

If shield damage from DOT was near 86, and if the shield gate absorbed a half second dot tick, it would have been more like 1310 impact.  If the gate didn't stop any DOT, then ~1290 impact.


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#50
Deerber

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Honestly we must be forgetting something about her warp (multiple hits?), or the sheet just has an error.  I hadn't remembered that the warp attack isn't in bioai so I couldn't just look it up rapidly there.

 

Same result as TNS using HI w/ Fitness 3 and CM4 for similar 1375 shields and 625 health:

 

 

Lol. This is getting funny :lol:

 

I don't think her warp has multiple hits, not. Maybe it's just an error. It wouldn't be the first time Cyonan's sheets have some problems.