FQI and Splosions
#1
Posté 07 juillet 2015 - 07:10
#2
Posté 07 juillet 2015 - 07:42
Sabotage on organic+Sticky Grenade always fun
#3
Posté 07 juillet 2015 - 09:06
I know that sticky grenades carry ammo effects. Does that mean that the grenades self-detonate tech bursts and fire explosions? More generally, what are the combo options with Ms. Invisible Bum-Bum?
QMR wrote a really detailed post about this the last time the subject came up. If it's not in the Resource Library, maybe someone who remembers where it was will link it?
#4
Posté 07 juillet 2015 - 09:44
http://forum.bioware...4#entry19361122
QMR helped me with my QFI build, but she mentions TBs further down the line.
"Gear you didn't put, so I just went with what I prefer for a gold build. Grenade gear is easily your best option even though you only have it at level 2. Disruptor ammo, while not quite as efficient as Phasic, will enable you to OHK most gold humanoids (though stronger ones like Phantoms, pyros, goons hunters etc will need headshots). More importantly, it gives you access to tech bursts via the grenades, which in conjunction with Sabotage 6b can be boosted in damage multiplicatively by 50%. Her tech combos do huge damage over a wide area, and you can do the same thing with Incendiary, though in the BW's case I would use disruptor to help deal with the shieldgate mechanic. Phasics are also a good option(likely best, actually), since they will net you OHK body shots on most gold mooks, and you will still be able to do tech bursts against organic targets using sabotage (wait for the backfire effect to prime, 1.5 seconds after cast)."
#5
Posté 07 juillet 2015 - 10:36
And do the stickies prime and detonate their own explosions? If they apply a disruptor or incendiary prime, and then detonate on delay, that seems to be a possibility.
#6
Posté 07 juillet 2015 - 11:07
Stickies prime their own combo explosions IF they are direct stick. They prime for whatever ammo power that you have equipped.
Sabotage primes versus organics only and it's a shortish window I believe after backfire for detonation. I'm sure about the backfire and the priming versus organics not sure about the window though. Once primed an AOE direct damage explosion would detonate the tech burst though.
#7
Posté 07 juillet 2015 - 11:42
Note that if has to stick directly to the enemy to prime, and that the defense the enemy has must be primeable by the ammo you have. I.e: no fire explosions on shielded mooks. Also, these combos get boosted by the 50% of sabotage, making them quite potent. I'm not totally sure of the following, but that buff might apply to the radius of the explosion too, making them all the more powerful.
All this is in addition to applying your gun's ammo damage as soon as it sticks to an enemy directly.
They're pretty damn awesome when used right.
- Bud Halen aime ceci
#8
Posté 08 juillet 2015 - 08:42
sabotage backfire primes for techburst for 2secs after the backfiring which is 1.5 sec after sabotage if i recall well.
Then if u self prime with disruptor/incendiary stickies, the ammo prime will overlap the sabotage one. Damage dealt by the ammo priming of stickies is proportional to your weapon damage, so u might want to zoom in your sniper rifle before detonation, or use a kishock.
try to be in cloak at the sticky explosion moment.
So i dont think you can detonate sabotage TB priming with ammo priming stickies. or maybe with 2 Incendiary ones which will not detonate 2 close successive FE on one single target. Pretty hard timing though
I dont think FE get the tech vulnerability damage boost ?
FE and TB are boosted by tech vulnerability, however stickies damage is not
I think TB radius are not increased by sabotage
Edit: reread peddros test, and god sabotage is broken and doesnt boost quite a few tech powers. I ll stop wasting my time and ...
#9
Posté 08 juillet 2015 - 09:25
- Alfonsedode aime ceci
#10
Posté 08 juillet 2015 - 09:30
To get stickies to detonate sabotage priming, you just need to time it so that the backfire happens after the base stickies, but before it explodes.
That's easy peasy right? ![]()
- Marksmad is waving goodbye aime ceci
#11
Posté 08 juillet 2015 - 09:35
To get stickies to detonate sabotage priming, you just need to time it so that the backfire happens after the base stickies, but before it explodes.
That's easy peasy right?
throw nade, sabotage before it lands, cloak, wait, too late, u cant cloak yet
- Darth Volus aime ceci
#12
Posté 08 juillet 2015 - 10:04
That's easy peasy right?
It actually is not that hard. I don't usually shoot for it, however, as I use incendiaries.
#13
Posté 08 juillet 2015 - 10:29
It actually is not that hard. I don't usually shoot for it, however, as I use incendiaries.
Can it kill an unshielded Atlas in a single cast?
- Darth Volus aime ceci
#14
Posté 08 juillet 2015 - 01:04
Can it kill an unshielded Atlas in a single cast?
Only with a power amp ![]()
- Darth Volus aime ceci
#15
Posté 08 juillet 2015 - 01:33
All this is in addition to applying your gun's ammo damage as soon as it sticks to an enemy directly.
This is where things get cloudy for me. Is the applied effect damage proportional to the rank (I-IV) of the ammo bonus as well? Or is it just calculated according to the base damage of the equipped weapon?
#16
Posté 08 juillet 2015 - 01:41
This is where things get cloudy for me. Is the applied effect damage proportional to the rank (I-IV) of the ammo bonus as well? Or is it just calculated according to the base damage of the equipped weapon?
Stickies apply the ammo damage of *one* of your pellet/bullet. So yes, it definitely depends on the level of the ammo and on the base damage of the weapon, as well as any multiplicative bonus to it (like TC rank 6). In most cases, that means the ammo damage of a single shot, but if the gun has more than one pellet per shot (i.e. it's a shotgun) then it will only apply the ammo damage relative to a single pellet, making shotguns not the ideal choice on her (unless it's the crusader). Also remember that the base damage of your gun is affected by the out of scope penalty if it's a SR, so you need to scope in when you throw the nade/the nade hits the target (it's always been unclear to me which one, and asking Peddro never produced any useful result in this case) to get the full damage.
- Bud Halen aime ceci
#17
Posté 08 juillet 2015 - 01:57
Stickies apply the ammo damage of *one* of your pellet/bullet. So yes, it definitely depends on the level of the ammo and on the base damage of the weapon, as well as any multiplicative bonus to it (like TC rank 6). In most cases, that means the ammo damage of a single shot, but if the gun has more than one pellet per shot (i.e. it's a shotgun) then it will only apply the ammo damage relative to a single pellet, making shotguns not the ideal choice on her (unless it's the crusader). Also remember that the base damage of your gun is affected by the out of scope penalty if it's a SR, so you need to scope in when you throw the nade/the nade hits the target (it's always been unclear to me which one, and asking Peddro never produced any useful result in this case) to get the full damage.
Nades are damage dependent on detonation I think. IE explosion buffed by cloak would have to be upon detonation, I would figure the hipfire penalty would be the same.
#18
Posté 08 juillet 2015 - 02:01
my guess wld be ammo damage of stickies is applied when they stick to the enemy
#19
Posté 08 juillet 2015 - 02:08
Paging QMR.
#20
Posté 08 juillet 2015 - 02:10
Nades are damage dependent on detonation I think. IE explosion buffed by cloak would have to be upon detonation, I would figure the hipfire penalty would be the same.
That's not possible at all, as ammo damage is applied on impact.
You either need to scope when you throw it, or on impact. I think the latter is more likely.
#21
Posté 08 juillet 2015 - 02:49
This would be why my QFI uses her Executioner. Big ol' base damage with no hipfire penalty.





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