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weapon mods vs armor?


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3 réponses à ce sujet

#1
Elfergos

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I've been floating around a few weapons before settling on the arc pistol, there is something quite satisfying about sniping with it, but I was wondering if it can work better against armored targets. Generally I tend to use more power based characters as I haven't managed to level many of the rare and ultra rare weapons as yet and therefore often pack the power enhancer (II) and then generally either the melee stunner (III) or the extended barrel (V), I also have the heavy barrel but only at 20% (I). I also have the pierce mod at level 4 I think. I was wondering then, do the pierce mods do extra damage vs the kind of armor (yellow armor) on various enemies and bosses, or is more about shooting through cover and multiple enemies - always entertaining when this happens  but usually very rarely.



#2
Bud Halen

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I've been floating around a few weapons before settling on the arc pistol, there is something quite satisfying about sniping with it, but I was wondering if it can work better against armored targets. Generally I tend to use more power based characters as I haven't managed to level many of the rare and ultra rare weapons as yet and therefore often pack the power enhancer (II) and then generally either the melee stunner (III) or the extended barrel (V), I also have the heavy barrel but only at 20% (I). I also have the pierce mod at level 4 I think. I was wondering then, do the pierce mods do extra damage vs the kind of armor (yellow armor) on various enemies and bosses, or is more about shooting through cover and multiple enemies - always entertaining when this happens  but usually very rarely.

 

That yellow armor reduces your damage by 50 points for each round, and piercing mods help overcome that penalty.  In a sense you could look at it as 'extra' damage...but only relative to fully penalized armored unit damage.

 

A generic Predator I pistol gives you 59 damage points out of the gate.  Unfortunately this gets reduced to merely 9 damage points vs armor thanks to the penalty.  Toss on a piercing mod IV, and this now becomes 36 damage points per round...since its piercing rating ignores 55% of that armor penalty(giving you 27 pts back).  This mod ALSO provides penetration (through .95 m distance, although with a 45% damage reduction).

 

So it provides both.  Piercing (rating) helps overcome armor...penetration goes through cover, guardian shields, protective phantom bubbles, etc.

 

The more knowledgeable posters here can provide the necessary penetration distances to 'double-hit' various enemies.

 

As an aside...

Keep in mind projectile weapons like the Geth Plasma shotgun cannot pierce.  On the flipside, they suffer no armor reduction/penalty.  But then again, they cannot penetrate through cover, etc either.

 

Kalence is a useful tool to help unravel some of these issues:

http://kalence.drupa...lder#1!21154!!!


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#3
Salarian Master Race

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If you have enough Piercing for double hits, then you WANT to proc Praetorian bubbles.

 

Bonus points if you're with a bunch of biotic pugs


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#4
NuclearTech76

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That yellow armor reduces your damage by 50 points for each round, and piercing mods help overcome that penalty.  In a sense you could look at it as 'extra' damage...but only relative to fully penalized armored unit damage.

 

A generic Predator I pistol gives you 59 damage points out of the gate.  Unfortunately this gets reduced to merely 9 damage points vs armor thanks to the penalty.  Toss on a piercing mod IV, and this now becomes 36 damage points per round...since its piercing rating ignores 55% of that armor penalty(giving you 27 pts back).  This mod ALSO provides penetration (through .95 m distance, although with a 45% damage reduction).

 

So it provides both.  Piercing (rating) helps overcome armor...penetration goes through cover, guardian shields, protective phantom bubbles, etc.

 

The more knowledgeable posters here can provide the necessary penetration distances to 'double-hit' various enemies.

 

As an aside...

Keep in mind projectile weapons like the Geth Plasma shotgun cannot pierce.  On the flipside, they suffer no armor reduction/penalty.  But then again, they cannot penetrate through cover, etc either.

 

Kalence is a useful tool to help unravel some of these issues:

http://kalence.drupa...lder#1!21154!!!

Basically this has it covered. 

 

On high rate of fire low damage per round weapons you lose a lot of DPS if you have no form of armor piercing or sundering. AP ammo ignores most of the damage mitigation of enemy armor, warp rounds weakening armor so all weapons fire suffers less to armor damage reduction assuming your teammates do not have the proper mods or loadout, cryo also can weaken armor but it has some weirdness with glitching sometimes with movement speed reducing powers. High damage low rate of fire weapons suffer less damage reduction because it's a flat 50 damage per round reduction in damage. You can always use piercing mods to get around some of the damage mitigation as well.