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AP ammo - Pierce or Damage?


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#1
XxX_DogeID_XxX

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Well I am in singleplayer with my sentinel using the M7-lancer and I reached the final evolution of the AP perk... I was wondering should I go with pierce or damage? 



#2
gothpunkboy89

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Considering how few people actually use armor I would go with damage boost


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#3
Jeremiah12LGeek

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It has been a while since I played, and I'm having trouble finding a resource that specifies the differences in the final tree option. If you list off the two, I could refine the advice I'm about to give.

 

Combining what I remember from SP and how MP kits are set up, the choice is probably between a damage bonus (15-25% maybe?) and a penetration distance (1-2 meters maybe?)

 

If the penetration option combines armour mitigation with penetration, then it is almost certainly the better choice for advanced play. It would free up the mods for a great variety of effects to taste, add bonus damage against all of the armour-based enemies in the game, and allow for deep bypass of armour plating, cover and guardian shields.

 

An additional benefit of deep penetration is the ability to hit the biggest boss enemies more than once, due some hitbox funkiness.

 

For some really funky fun, go maximum penetration and select a weapon with a wallhax scope. Shoot the baddies through walls before they ever even have a chance to interact with you!



#4
RedCaesar97

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Damage.

 

The final pierce evolution of AP Ammo is pretty much garbage; it only increases the penetration distance from 0.7m to 1m. Not really worth it with your Lancer. Along with the Sentinel's native power damage bonuses (from Power Mastery and Tech Armor rank 5 Power Synergy), you can get the AP Ammo damage bonus up to around +50%.

 

In single player, AP Ammo has a native armor reduction bonus of only 50%, whereas in multiplayer it is 100%. AP Ammo talent tree has no bonuses to improve that rating. 


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#5
aoibhealfae

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Why are you using AP if you're in singleplayer and sentinel....?

 

The only time I thought that was probably useful was in Citadel DLC but other than that, this isn't ME2 when insanity give everyone added Armor layers (which they totally should). Sentinel is a power-based support, use tech blast or biotic explosions. Using bonus ammo powers is a waste.


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#6
themikefest

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damage



#7
RedCaesar97

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Why are you using AP if you're in singleplayer and sentinel....?

 

The only time I thought that was probably useful was in Citadel DLC but other than that, this isn't ME2 when insanity give everyone added Armor layers (which they totally should). Sentinel is a power-based support, use tech blast or biotic explosions. Using bonus ammo powers is a waste.

 

Agree that the Sentinel has some better options, but I figured the question deserved an answer anyway. 

 

For the Sentinel, Warp Ammo is a better choice than AP Ammo considering you already have Overload, Warp, and Throw. And for most of the game you can use Liara and/or Javik (Singularity and Pull) for setups on unprotected enemies.


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#8
Vazgen

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Why are you using AP if you're in singleplayer and sentinel....?

The only time I thought that was probably useful was in Citadel DLC but other than that, this isn't ME2 when insanity give everyone added Armor layers (which they totally should). Sentinel is a power-based support, use tech blast or biotic explosions. Using bonus ammo powers is a waste.


I'd say this depends on a build. Sentinel has a bonus of being the tankiest Shepard with Tech Armor which allows for extended periods of firing. You can build around that, using high RoF AR like Revenant and combine it with powers like Tech Armor (passive, always on) and Lift Grenade (limited count). A whole different playstyle from general casters.
On a character like this ammo bonus power is quite good though I agree with RedCaesar that Warp is a much better option than AP. My personal suggestion for a build like this would be to take Fortification as the bonus power and borrow ammo from a squadmate.
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#9
cap and gown

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And I disagree with the Warp ammo option. :P

 

I was using Warp ammo for a bit but then decided against it. The "lifted target" bonus only applies while the target is primed. Once the target is detonated the "lifted target" bonus goes away. With that in mind, I felt that the superior raw damage of AP ammo was much better since the only times I ever prime a target is to follow up with an immediate detonation. No target is ever primed long enough in my playstyle for Warp ammo to come out as superior as far as raw damage is concerned.

 

Warp ammo makes more sense in MP where targets may remain primed longer, but in SP, with the use of Javik and Liara for priming I can continuously be priming/detonating without experiencing any delay between the two casts.

 

Added: I would also point out that AP ammo can allow you to skip the piercing mod for dealing with those pesky Guardians.


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#10
Vazgen

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Warp Ammo works extremely well with Javik's Dark Channel (I've built a whole playstyle based on that synergy :D ). You just need to remember to always shoot the green-marked enemies ;) 125% bonus to damage to primed targets and additional armor weakening make it very effective against bosses.

Health and armor damage bonuses are higher than those of AP ammo and it also has a Barrier damage boost. AP ammo has penetration, but this can be obtained with Piercing mod while the effects of Warp Ammo can't.



#11
RedCaesar97

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Added: I would also point out that AP ammo can allow you to skip the piercing mod for dealing with those pesky Guardians.

 

Liara's Singularity and Javik's Pull can also allow you to skip the piercing mod for dealing with those pesky Guardians. Liara's Stasis with rank 6 Bubble evolution will also trap them and remove their shields as well.

 

Throw can also stagger them hard enough to temporarily expose their front so you can shoot them.

 

And if you do not want Warp Ammo or AP Ammo (and you can get squad version from Liara and Garrus respectively), you could also pick Stasis as your bonus power, or pick Lash instead which will remove their shields. You have options.


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#12
aoibhealfae

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Armored enemies aren't common enough to make AP ammo a priority even the damage is negligible if you took account on the weapon damage passives you gain from planet scanning. I don't think there's a difference with AP even with borrowing the power from Garrus. Then again, the class is caster in ME1 but a support-tank in ME2/3, squadmates could easily take the DPS role. 

 

Of course, it depend on the build. ME3 is kinda forgiving,



#13
cap and gown

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Health and armor damage bonuses are higher than those of AP ammo and it also has a Barrier damage boost. AP ammo has penetration, but this can be obtained with Piercing mod while the effects of Warp Ammo can't.

 

Health and armor damage is higher for AP ammo unless you have primed the target and use the 6b evolution of Warp ammo. My point is: I never have a target primed long enough for this effect to actually matter. Therefore, for me, the health and armor damage will be higher with AP ammo.



#14
Vazgen

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Warp Ammo (Enhanced Warp):

 

Health Damage Bonus: 27.50% (Damage), 20% (Squad Bonus)
Armor Damage Bonus: 27.5% (Damage), 20% (Squad Bonus)
 
AP Ammo (Pierce):
 
Health Damage Bonus: 20% (Damage), 14% (Squad Bonus)
Armor Damage Bonus: 20% (Damage), 14% (Squad Bonus)
 
Warp Ammo (Damage):
 
Health Damage Bonus: 40% (Damage), 32.50% (Squad Bonus)
Armor Damage Bonus: 40% (Damage), 32.50% (Squad Bonus)

 

AP Ammo (Damage):

 

Health Damage Bonus: 30% (Damage), 24% (Squad Bonus)
Armor Damage Bonus: 30% (Damage), 24% (Squad Bonus)

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#15
cap and gown

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<snip>

 

 

OK, I must have been remembering wrong. Thanks for correcting my misconception.

 

Still, I prefer using AP ammo for the following reasons: 1) it saves a mod slot on my weapons. This is particularly important with the Hurricane where I like to run a power amp mod and a stability mod. This also applies to the Lancer  where I often go with an extended clip and a stability mod. It also allows me to run an extended barrel on other weapons rather than a piercing mod which can add up to 25% extra damage (40% in the case of the heavy barrel for the pistol). The superior armor weakening of AP ammo at ranks 1-5 means my damage reduction against armored targets is less with AP vs Warp. 2) Having some cover penetration comes in handy is some situations, such as with Guardians and enemies hiding behind thin cover.



#16
ZipZap2000

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And I disagree with the Warp ammo option. :P

I was using Warp ammo for a bit but then decided against it. The "lifted target" bonus only applies while the target is primed. Once the target is detonated the "lifted target" bonus goes away. With that in mind, I felt that the superior raw damage of AP ammo was much better since the only times I ever prime a target is to follow up with an immediate detonation. No target is ever primed long enough in my playstyle for Warp ammo to come out as superior as far as raw damage is concerned.

Warp ammo makes more sense in MP where targets may remain primed longer, but in SP, with the use of Javik and Liara for priming I can continuously be priming/detonating without experiencing any delay between the two casts.

Added: I would also point out that AP ammo can allow you to skip the piercing mod for dealing with those pesky Guardians.


Agree with both of you here but my style does leave detonating as quickly as possible using overload to strip shields. With dark channel swapping between mooks. + stasis and singularity.

In the end ammo powers become redundant against little guys coz they die too quick.

They really did need an extra layer of armour.
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