Solo Gold
#226
Posté 21 janvier 2016 - 09:55
#227
Posté 21 janvier 2016 - 10:03
So I'm better off with Inci ammo to cause TBs with BC?
That will give you Fire explosions, Disruptor will prime for TBs.
#228
Posté 21 janvier 2016 - 10:04
So I'm better off with Inci ammo to cause TBs with BC?
Technically you get fire explosions that way, disruptor ammo give TB:s.
Fire explosions are more powerful though so it's a better option. The "best" way to play the Kroguard is with the Reegar/Incendiary ammo if you also have piercing mods, if you don't AP ammo is better.
#229
Posté 21 janvier 2016 - 10:18
#230
Posté 21 janvier 2016 - 10:29
So I assume that even with crappy weapons like mine, if I equip AP this will increase my firepower to a point where I don't need to rely solely on melee to deal dmg? I don't intend to use the reegar as the cd is not 200%. I wanted to use it but the difference between 141 and 200 cd is the difference between life and death in Gold.
Why did you take a reegar then in the first place? That makes no sense. The difference between life and death in Gold are dead enemies.
- emexia et XAN aiment ceci
#231
Posté 21 janvier 2016 - 10:54
#232
Posté 21 janvier 2016 - 10:54
So I assume that even with crappy weapons like mine, if I equip AP this will increase my firepower to a point where I don't need to rely solely on melee to deal dmg? I don't intend to use the reegar as the cd is not 200%. I wanted to use it but the difference between 141 and 200 cd is the difference between life and death in Gold.
Possibly if you try to do it mainly with melee damage, but with a Reegar you really don't need 200% CD, the trick is to use RHA.
If you want to do a pure melee solo the Krogan Warlord is a much better choice.
#233
Posté 21 janvier 2016 - 11:13
#234
Posté 21 janvier 2016 - 11:17
I'm gonna test reegar plus AP. What happens if I equip stuff and get disconnected or there's a power outage. Do I lose my equip? Or it only consumes it at the end of the end or if you quit?
You lose it if you disconnect from the game.
#235
Posté 21 janvier 2016 - 11:18
What do you mean by I took a reegar? I tested it a but and while it melts shields, it sucks against armor. I can test a reegar with AP and see how it goes. But even with AP my main source of dmg will still be melee. So that's why I'm considering 200 cd.
Yea, that's what we've been telling you pages ago already that you need to supplement the Reegar to melt faces. You either go with decent ammo and mods or you go the long, hard way. Ammo is key, ammo can make a meh gun shine. Get some ammo and you'll kill faster.
#236
Posté 21 janvier 2016 - 11:58
So I'm better off with Inci ammo to cause TBs with BC?
That's generally seen as the best choice.
Regarding Warp ammo, I believe you were under the same impression that I was about how Warp ammo worked for a long time, which is that it increases the subsequent biotic damage to the target. It doesn't actually do that, even though that would be the more obvious assumption from the text alone.
What Warp ammo does is receive a damage bonus per "bullet" Edit: and receives further bonus damage if the target has been primed by a power. My understanding is that it doesn't matter whether that prime is tech or biotic in origin.
So if a target is under the influence of Warp, Stasis or any other "priming" power, each shot will receive the bonus damage as well as the damage listed under Warp Ammo. If someone "detonates" the prime, and causes a tech explosion or BE, then Warp ammo no longer receives its bonus (even if the target is still under the influence of the original power) until the target is re-primed.
So Warp ammo has no effect on an unprimed target, or on a target that was primed, but had that prime detonated by a power. It also has no effect on targets primed by Ammo Effects (ie your teammate can't shoot him with Disruptor to give you the Warp ammo bonus - at least, I''m pretty sure they can't.)
If all of that sounds confusing, especially given the text description of Warp, that is because this is Mass Effect - half of the game's challenge is figuring out how things actually work when their descriptions are so misleading!
Edits in underline.
#237
Posté 21 janvier 2016 - 12:04
#238
Posté 21 janvier 2016 - 01:30
OP, Reegar + Incendiary Rounds is extremely powerful. Here's a random video of TheTechnoTurian using a Volus with Reegar/Incendiary. Don't focus on the character, focus on the gun. Watch how quickly it melt enemies.
If you don't have Incendiary then Reegar + Armor Piercing is strong as well.
- Marksmad is waving goodbye aime ceci
#239
Posté 21 janvier 2016 - 01:44
However I tested AP 2 and although it was a tough and lengthy process, I managed to kill double primes without cobra. I'll make some tests with Inci.
#240
Posté 21 janvier 2016 - 01:52
Yeah well some people think Inci is better others ap. I tend to thinK Inci is better as it triggers explosions.
However I tested AP 2 and although it was a tough and lengthy process, I managed to kill double primes without cobra. I'll make some tests with Inci.
Incendiary is better than AP on certain kit/weapon combinations while AP is better on other. Due to the amount of combinations and mechanics in the game it can be a bit confusing in the beginning but clearer with experience.
#241
Posté 21 janvier 2016 - 02:21
Yeah well some people think Inci is better others ap. I tend to thinK Inci is better as it triggers explosions.
The rule of thump is that you always want some form of armor piercing on a hitscan weapon (NOT on projectile weapons like Falcon, Acolyte, Venom...).
Considering the fact your manifest lacking the piercing mods people suggested AP ammo.
The hype about the reegar+incendiary ammo is because of it's very high rate of fire and the fact, that the DOT from IA stacks with itself (pls correct me if I'm wrong) BUT the base projectile damage of Reegar is quite low and gets a penalty against armor iirc. That's the reason you want armor piercing capability.
#242
Posté 21 janvier 2016 - 02:34
The rule of thump is that you always want some form of armor piercing on a hitscan weapon (NOT on projectile weapons like Falcon, Acolyte, Venom...).
Considering the fact your manifest lacking the piercing mods people suggested AP ammo.
The hype about the reegar+incendiary ammo is because of it's very high rate of fire and the fact, that the DOT from IA stacks with itself (pls correct me if I'm wrong) BUT the base projectile damage of Reegar is quite low and gets a penalty against armor iirc. That's the reason you want armor piercing capability.
You are right, the Reegar itself is weak against armor and really need piercing to be effective, but when you combine Incendiary with a piercing mod on it, then it becomes pure cheese against all units in the game.
#243
Posté 21 janvier 2016 - 02:58
I'll continue my tests.
#244
Posté 21 janvier 2016 - 03:21
You didn't.
Biotic Sphere (with Rank 6 Warp Effect evolution), Shockwave (with Rank 6 Lifting Shockwave evolution), Lift Grenades.
I didn't know that Barrier primes, though.
Oops, yeah. Forgot those three. Barrier is basically the same as Lifting Shockwave... you can throw targets up in the air by detonating it, which primes them for a BE.
- frank_is_crank aime ceci
#245
Posté 21 janvier 2016 - 03:28
The hype about the reegar+incendiary ammo is because of it's very high rate of fire and the fact, that the DOT from IA stacks with itself (pls correct me if I'm wrong) BUT the base projectile damage of Reegar is quite low and gets a penalty against armor iirc. That's the reason you want armor piercing capability.
You are correct, however a more accurate version of what you said would be that the dot from IA stacks with itself in a glitched way. If it stacked the way it's supposed to it wouldn't be half as cheesy.
As for the armor piercing yeah, you are right. Although to be honest if you put IA IV on a reegar X you might as well forget the armor piercing and you'll barely notice it, the IA damage will be so over the moon that nothing else will matter.
#246
Posté 21 janvier 2016 - 03:52
You are correct, however a more accurate version of what you said would be that the dot from IA stacks with itself in a glitched way. If it stacked the way it's supposed to it wouldn't be half as cheesy.
As for the armor piercing yeah, you are right. Although to be honest if you put IA IV on a reegar X you might as well forget the armor piercing and you'll barely notice it, the IA damage will be so over the moon that nothing else will matter.
On Gold sure, on platinum it's a bit different (especially possessed Preatorians etc).
#247
Posté 21 janvier 2016 - 03:55
Yes IA 2 and it seems slightly better than AP. Causing FE is a very nice addition. I didn't notice too much difference between IA and AP against Prime. However I was able to take the double primes faster with IA even though the damage seems similar. I pay attention to my damage output by checking the health bar.
I'll continue my tests.
What rank AP?
Reegar has extremely low base damage, for Reegar II it is a little under 55. Armor reduction on Gold and Platinum is 50. Essentially each pellet is going to do 5 damage to armor after reduction (min damage to armor is always 5 per hit), x8 that is 40 dmg "per shot" for the Reegar II against armor. That's much less than the 434 "per shot" vs health or 868 v shields and barriers.
If you put APIV on it (90% piercing), the weapon damage increases to right under 50 per pellet, which comes out to 197 "per shot."
The other big advantage of AP ammo is the cover penetration, with III it is 1m, and with IV it is 1.5m. That lets you hit multiple enemies at once (v Geth there are no double hits, so not quite as big of an advantage as against some factions).
In any case, I am skeptical IA + no shredder or HVB is better than APIII or IV, but I might test that out (even though my Reegar is X). I do know that running IA Reegar with no piercing vs IA Reegar with piercing is noticeable.
Also know that the difference is noticeable in IA damage if you run the IA ammo fix, even though Reegar is still OP v armor with piercing in that case as well. ![]()
#248
Posté 21 janvier 2016 - 04:10
What rank AP?
Reegar has extremely low base damage, for Reegar II it is a little under 55. Armor reduction on Gold and Platinum is 50. Essentially each pellet is going to do 5 damage to armor after reduction (min damage to armor is always 5 per hit), x8 that is 40 dmg "per shot" for the Reegar II against armor. That's much less than the 434 "per shot" vs health or 868 v shields and barriers.
If you put APIV on it (90% piercing), the weapon damage increases to right under 50 per pellet, which comes out to 197 "per shot."
The other big advantage of AP ammo is the cover penetration, with III it is 1m, and with IV it is 1.5m. That lets you hit multiple enemies at once (v Geth there are no double hits, so not quite as big of an advantage as against some factions).
In any case, I am skeptical IA + no shredder or HVB is better than APIII or IV, but I might test that out (even though my Reegar is X). I do know that running IA Reegar with no piercing vs IA Reegar with piercing is noticeable.
Also know that the difference is noticeable in IA damage if you run the IA ammo fix, even though Reegar is still OP v armor with piercing in that case as well.
Both IA and AP were II. I might be wrong but we need to consider that BC causes FEs, so we can't compare pure weapon damage. IA probably deals less damage, but we can add damage from FEs to that math.
But I'm the noob here, so maybe I'm saying BS ![]()
#249
Posté 21 janvier 2016 - 04:14
Yes it is difficult to purely theorycraft an answer. IA will give you combos, but AP lets you hit more than one enemy per shot.
#250
Posté 21 janvier 2016 - 04:45
If I use IA, and 3 pyros are lined up, I only hit the first one right? If they are not exactly lined up, I can hit all of them?





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