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Post by peddroelm on Jun 17, 2017 8:34:59 GMT
relevant 1.08 path notes: " Decreased enemy shield gate duration from 0.25 seconds to 0.1 second. // very good thing - easier to wait it out [MP] Increased enemy shield gate amount on Bronze/Silver/Gold from 330/640/950 to 495/1152/1995" // high hitpoint amount potentially problematic The enemy shield gate represents a LARGE amount of hidden hitpoints granted for a set duration to the a shielded target when its shields are depleted in combat by an attack that doesn't ignore the shield gate. Attacks that ignore the enemy shieldgate Frag & Sticky Grenades & Trip Mines (Kobra missile ?). Two key differences from the similarly named mechanic from ME3. - it is not a percent reduction, is a flat reduction of damage going from shield hitpoints to armor hitpoints and due to its large hitpoint amount on gold it will act like a 100% damage reduction (very few attacks will have the damage to "brute force" the shield gate and bleed damage to health - think single shot sniper rifles with cloak damage bonus and disruptor ammo hitting weakspot or Gladiator Pull Melee combo ) - it has a set duration of 0.1 seconds during which it will ABSORB ALL ATTACKS provided it doesn't run out of hitpoints first. One consequence is it allows the shieldgate to "eat" MULTIPLE shotgun pellets that would've gone trough unmolested vs the ME3MP type of shieldgate (had no duration) or COMBO + DETONATOR triggered vs low shields. The stated design goal (twitch stream) of this mechanic is to make the shielded enemies more durable against the players who don't prepare/react appropriately. (extra difficulty that is more or less mitigable by learning a lot of underlining damage mechanics ).. Those extra ~2k hitpoints represent A LOT of POTENTIAL extra hitpoints added to shielded enemies and can effect any type of damage source (weapon/ powers/ combos/ melee). Sadly while most of the math is known we're still lacking a publicly available character builder/ weapon and power damage calculator that would be an INVALUABLE tool at tweaking builds around the 1.08 shieldgate which affects at least in some measure EVERY BUILD. Three ways to go around the enemy shield gate: A) Large magazine, high ROF [AUTO] weapons are the least affected by the shield gate (usually minimal damage loss over 0.1 second of continuous fire unless you get staggered or run out of ammo before finishing the target). B)_ Brute force it (weakspot + large damage bonuses ) While 2k is a lot of hit points to add to the already beefy enemies killing fully shielded mooks with 1 bullet in Andromeda is not impossible. things that help: high weakspot damage bonus built in (most non-AUTO SRs), built in damage bonus versus shields [Lanat *1.15 vs shields], disruptor ammo [*1.25 vs shields and vs synthetic health], debuffs on shielded target [invasion/annihilation], high base damage weapon, lots of additive damage bonuses from skills, passives, gear and booster. (assuming you can land the weakspot hits consistently ..) By far the easiest time doing it is had by fully charged LANAT X - it can 1 headshot gold shielded mooks on any class in the game with minimum booster effort. Link to numeric example with what is required Isharay X is not that far behind if you cannot stand charging mechanics. (will need cloak + higher grade boosters). Widow takes even more work (more expensive boosters on 0.9 cloak infiltrators). The dream would be to get BW X or better yet Valiant X to 1 bullet per shielded mook territory. Maybe impossible at this point - I don't feel like runing numbers ATM since I'm very far from getting those weapons at X (we need that char builder with damage app..) 2 body shots waiting the gate between the shots also viable and probably much cheaper to achieve with BW/Valiant/Inferno .. Another attack that (theoretically) has the potential to brute force mook shieldgate is maxed melee Pull + hammer on gladiator with *1.4 debuff in annihilation field. C) TRIGGER THE GATE AND WAIT IT OUTMany builds will often find themselves in this category. Low shields on enemy IS DECEPTIVE INFORMATION (remember the extra 2k hitpoints invisible WALL hidden behind). It will "consume" shotgun shot, most MAXED damage melee attacks , low rof high damage per shot (but not obscenely high enough) attacks, incinerate impact and NO DOT, combos , hard hitting lance (powers), etc .. THE TRICK HERE IS TO USE THE FASTEST HITTING, LOWEST OVERKILL DAMAGE REQUIRED TO DEPLETE THE REMAINING SHIELDS . This obviously depends on the current state of the shields of the enemy your're facing. Could be charged overload stripping it from full (if your charged overload cannot do that you probably have a shit build - again char builder damage app NEEDED - finishing low shields with COMBO will most often sacrifice the COMBO and the detonator to the shieldgate), hard hitting weapon or a auto weapon you tap for less than a second to strip whatever shields are left. Could be a quick melee tap on non melee build with fast melee animation to clear lasts bits of shields before fallowing with a heavy hit. AND THEN (0.1 second will pass quick removing the gate wall) USE THE (potentially) SLOW hard hitting attack (duelist melee, avenger strike, widow body shot, shotgun blast, dhan etc ..) to finish off the shieldless, gateless enemy like any other redbar. Throw him off map ..Whatever. TRY HARD NOT TO USE SLOW HARD HITTING ATTACKS TO VS LOW SHIELDS (will end up wasting a ton of damage to the gate).
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Post by gethadept on Jun 17, 2017 8:42:06 GMT
Sharpshooter likes your post !
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Post by mega on Jun 17, 2017 9:16:32 GMT
relevant 1.08 path notes: " Decreased enemy shield gate duration from 0.25 seconds to 0.1 second. // very good thing - easier to wait it out [MP] Increased enemy shield gate amount on Bronze/Silver/Gold from 330/640/950 to 495/1152/1995" // high hitpoint amount potentially problematic The enemy shield gate represents a LARGE amount of hidden hitpoints granted for a set duration to the a shielded target when its shields are depleted in combat by an attack that doesn't ignore the shield gate. Attacks that ignore the enemy shieldgate Frag & Sticky Grenades & Trip Mines (Kobra missile ?). Two key differences from the similarly named mechanic from ME3. - it is not a percent reduction, is a flat reduction of damage going from shield hitpoints to armor hitpoints and due to its large hitpoint amount on gold it will act like a 100% damage reduction (very few attacks will have the damage to "brute force" the shield gate and bleed damage to health - think single shot sniper rifles with cloak damage bonus and disruptor ammo hitting weakspot or Gladiator Pull Melee combo ) - it has a set duration of 0.1 seconds during which it will ABSORB ALL ATTACKS provided it doesn't run out of hitpoints first. One consequence is it allows the shieldgate to "eat" MULTIPLE shotgun pellets that would've gone trough unmolested vs the ME3MP type of shieldgate (had no duration) or COMBO + DETONATOR triggered vs low shields. The stated design goal (twitch stream) of this mechanic is to make the shielded enemies more durable against the players who don't prepare/react appropriately. (extra difficulty that is more or less mitigable by learning a lot of underlining damage mechanics ).. Those extra ~2k hitpoints represent A LOT of POTENTIAL extra hitpoints added to shielded enemies and can effect any type of damage source (weapon/ powers/ combos/ melee). Sady while most of the math is known we're still lacking a publicly available character builder/ weapon and power damage calculator that would be an INVALUABLE tool at tweaking builds around the 1.08 shieldgate which affects at least in some measure EVERY BUILD. Three ways to go around the enemy shield gate: A) Large magazine, high ROF [AUTO] weapons are the least affected by the shield gate(usually minimal damage loss over 0.1 second of continuous fire unless you get staggered or run out of ammo before finishing the target). B)_ Brute force it (weakspot + large damage bonuses ) While 2k is a lot of hit points to add to the already beefy enemies killing fully shielded mooks with 1 bullet in Andromeda is not impossible. things that help: high weakspot damage bonus built in (most non-AUTO SRs), built in damage bonus versus shields [Lanat *1.15 vs shields], disruptor ammo [*1.25 vs shields and vs synthetic health], debuffs on shielded target [invasion/annihilation], high base damage weapon, lots of additive damage bonuses from skills, passives, gear and booster. (assuming you can land the weakspot hits consistently ..) By far the easiest time doing it is had by fully charged LANAT X - it can 1 headshot gold shielded mooks on any class in the game with minimum booster effort. Link to numeric example with what is required Isharay X is not that far behind if you cannot stand charging mechanics. (will need cloak + higher grade boosters). Widow takes even more work (more expensive boosters on 0.9 cloak infiltrators). The dream would be to get BW X or better yet Valiant X to 1 bullet per shielded mook territory. Maybe impossible at this point - I don't feel like runing numbers ATM since I'm very far from getting those weapons at X (we need that char builder with damage app..) 2 body shots waiting the gate between the shots also viable and probably much cheaper to achieve with BW/Valiant/Inferno .. Another attack that (theoretically) has the potential to brute force mook shieldgate is maxed melee Pull + hammer on gladiator with *1.4 debuff in annihilation field. C) TRIGGER THE GATE AND WAIT IT OUTMany builds will often find themselves in this category. Low shields on enemy IS DECEPTIVE INFORMATION (remember the extra 2k hitpoints invisible WALL hidden behind). It will "consume" shotgun shot, most MAXED damage melee attacks , low rof high damage per shot (but not obscenely high enough) attacks, incinerate impact and NO DOT, combos , hard hitting lance (powers), etc .. THE TRICK HERE IS TO USE THE FASTEST HITTING, LOWEST OVERKILL DAMAGE REQUIRED TO DEPLETE THE REMAINING SHIELDS . This obviously depends on the current state of the shields of the enemy your're facing. Could be charged overload stripping it from full (if your charged overload cannot do that you probably have a shit build - again char builder damage app NEEDED - finishing low shields with COMBO will most often sacrifice the COMBO and the detonator to the shieldgate), hard hitting weapon or a auto weapon you tap for less than a second to strip whatever shields are left. Could be a quick melee tap on non melee build with fast melee animation to clear lasts bits of shields before the fallowing with a heavy hit. AND THEN (0.1 second will pass quick removing the gate wall) USE THE (potentially) SLOW hard hitting attack (duelist melee, avenger strike, widow body shot, shotgun blast, dhan etc ..) to finish off the shieldless, gateless enemy like any other redbar. Throw him off map ..Whatever. TRY HARD NOT TO USE SLOW HARD HITTING ATTACKS TO VS LOW SHIELDS (will end up wasting a ton of damage to the gate). Sounds very interesting, thanks for researching it! Also thanks for the conclusion "TRY HARD NOT TO USE SLOW HARD HITTING ATTACKS TO VS LOW SHIELDS (will end up wasting a ton of damage to the gate)." and the A,B,C options to "fight it" because I was having a hard time understanding all this stuff xD. Of course after about 200h on MP I noticed some "weird behaviours" but never knew why it happened xD
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Post by Kenny Bania on Jun 17, 2017 9:57:34 GMT
Pretty dumb system if you ask me. Thanks for the details though.
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Post by N7Mith on Jun 17, 2017 10:01:33 GMT
Isharay on a TSol maxed for weakpoint shots can't OSK Annointed. So at this point only the charged Lanat can take care of all shielded enemies with one shot. bsn.boards.net/thread/11405/shot-snipers-worse-increased-shieldThis, on top of the terrible reload AND terrible charge mechanics, makes sniping the single worst playstyle. Fix this Bioware!
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Post by peddroelm on Jun 17, 2017 10:06:44 GMT
Isharay on a TSol maxed for weakpoint shots can't OSK Annointed. So at this point only the charged Lanat can take care of all shielded enemies with one shot. bsn.boards.net/thread/11405/shot-snipers-worse-increased-shieldThis, on top of the terrible reload AND terrible charge mechanics, makes sniping the single worst playstyle. Fix this Bioware! Turbo charge and munition training are skills that favor auto fire and not as much single shot SR rifles. Still it might not be impossible. The cards that should make it work are disruptor ammo 4 and targeting VI 4. Might run the numbers later.
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Post by N7Mith on Jun 17, 2017 10:27:36 GMT
Isharay on a TSol maxed for weakpoint shots can't OSK Annointed. So at this point only the charged Lanat can take care of all shielded enemies with one shot. bsn.boards.net/thread/11405/shot-snipers-worse-increased-shieldThis, on top of the terrible reload AND terrible charge mechanics, makes sniping the single worst playstyle. Fix this Bioware! Turbo charge and munition training are skills that favor auto fire and not as much single shot SR rifles. Still it might not be impossible. The cards that should make it work are disruptor ammo 4 and targeting VI 4. Might run the numbers later. I disagree with the TC remark. It gives you the option to go for weakpoint damage, and the freeload is a significant aspect as well. And because of lvl 4 boosters rarity, I don't consider it a viable option, because it greatly limits the times you can make it work. Too much anyway to play it regularly. And that's even if 2 ur boosters would work, which I doubt because of the testing by lawshadow
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Post by cdrshepard on Jun 17, 2017 10:28:08 GMT
Thanks for another useful and hugely informative post peddroelm ! re: gladiator -- "Another attack that (theoretically) has the potential to brute force mook shieldgate is maxed melee Pull + hammer on gladiator with *1.4 debuff in annihilation field." Not clear on this because you cannot Pull shielded targets? She needs something to strip shields first. Or, perhaps you mean to take Pull 6a Anti-Shields to help with removing shields first? When I use my Angara Avenger I'll focus on shielded mooks first (since spec'd for 6a Disrupting Strike) -- Avenger strike leaves a sliver of shields on mooks, then attach a sticky grenade/Dhan them. Use a similar tactic on characters with Barricade (6b Electric Defense) -- drop in their face. Funny how none of these powers (or even high ROF autos) do much of anything to Defender's shields? They must be huge! Can only target the turrets & wait 'til they open their "mouths"
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Post by N7Mith on Jun 17, 2017 10:29:38 GMT
Thanks for another useful and hugely informative post peddroelm ! re: gladiator -- "Another attack that (theoretically) has the potential to brute force mook shieldgate is maxed melee Pull + hammer on gladiator with *1.4 debuff in annihilation field." Not clear on this because you cannot Pull shielded targets? She needs something to strip shields first. Or, perhaps you mean to take Pull 6a Anti-Shields to help with removing shields first? When I use my Angara Avenger I'll focus on shielded mooks first (since spec'd for 6a Disrupting Strike) -- Avenger strike leaves a sliver of shields on mooks, then attach a sticky grenade/Dhan them. Use a similar tactic on characters with Barricade (6b Electric Defense) -- drop in their face. Funny how none of these powers (or even high ROF autos) do much of anything to Defender's shields? They must be huge! Can only target the turrets & wait 'til they open their "mouths" If you hammer a pulled target the AOE cant get through.
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Post by killabkilledb on Jun 17, 2017 12:21:02 GMT
Attacks that ignore the enemy shieldgate Frag & Sticky Grenades & Trip Mines (Kobra missile ?).You can't cobra a sharpshooter It just strips its shields. Can't avenger strike through shields either on an anointed, even if they are really low... They also reduced bloom make automatic weapons better so I interpret 1.08 patch notes as: "You should use your hurricane X on every class" Can't see any downside to it.*** I think this is a step in the right direction for the game as it adds more tactics to it but the DEVS keep the "beta" spirit alive by not buffing SRs at the same time. Sniper Rifles (e.g. Black widow) need to ignore shield gate to make them relevant again. In two months when the DEVS realize this and fix it all will be okay. *** Its still okay to use the PAW on the kineticist.
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Post by peddroelm on Jun 17, 2017 12:28:43 GMT
Turbo charge and munition training are skills that favor auto fire and not as much single shot SR rifles. Still it might not be impossible. The cards that should make it work are disruptor ammo 4 and targeting VI 4. Might run the numbers later. I disagree with the TC remark. It gives you the option to go for weakpoint damage, and the freeload is a significant aspect as well. And because of lvl 4 boosters rarity, I don't consider it a viable option, because it greatly limits the times you can make it work. Too much anyway to play it regularly. And that's even if 2 ur boosters would work, which I doubt because of the testing by lawshadow TSOL isharay X 1457 base damage to 1 shot gold anointed maximal damage Additive weapon Damage bonuses Turbo charge 0.35, munitions 0.18 (4a 5b 7b), 0.21 weapon add on, 0.1 gear, 0.1 disruptor ammo IV weakspot bonuses 0.7 weapon, 0.2 munitions 7b, 0.6 targeting VI IV target gold Anointed 1900 shields 1995 shieldgate 2375 health (((1457 * (1 + 0.35 + 0.18 + 0.21 + 0.1) * (1.4 + 0.7 + 0.2 + 0.6) * 1.25) - 1900) / 1.25) - 1995 - 2375 = 1884.552 // Ridiculous overkill we can dial back a bit on the boosters (1457 * (1 + 0.35 + 0.18 + 0.21 + 0.025) * (1.4 + 0.7 + 0.2 ) * 1.25 - 1900)/1.25 - 1995 - 2375 = 24.6915 The deed should be doable with disruptor ammo 1 and free second booster slot.
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Post by angrybobh on Jun 17, 2017 13:26:08 GMT
Thanks peddroelm for the testing. It always helps. Now if they could just make a headshot off-host more reliable.
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Post by lawshadow on Jun 17, 2017 14:38:15 GMT
I disagree with the TC remark. It gives you the option to go for weakpoint damage, and the freeload is a significant aspect as well. And because of lvl 4 boosters rarity, I don't consider it a viable option, because it greatly limits the times you can make it work. Too much anyway to play it regularly. And that's even if 2 ur boosters would work, which I doubt because of the testing by lawshadow TSOL isharay X 1457 base damage to 1 shot gold anointed maximal damage Additive weapon Damage bonuses Turbo charge 0.35, munitions 0.18 (4a 5b 7b), 0.21 weapon add on, 0.1 gear, 0.1 disruptor ammo IV weakspot bonuses 0.7 weapon, 0.2 munitions 7b, 0.6 targeting VI IV target gold Anointed 1900 shields 1995 shieldgate 2375 health (((1457 * (1 + 0.35 + 0.18 + 0.21 + 0.1) * (1.4 + 0.7 + 0.2 + 0.6) * 1.25) - 1900) / 1.25) - 1995 - 2375 = 1884.552 // Ridiculous overkill we can dial back a bit on the boosters (1457 * (1 + 0.35 + 0.18 + 0.21 + 0.025) * (1.4 + 0.7 + 0.2 ) * 1.25 - 1900)/1.25 - 1995 - 2375 = 24.6915 The deed should be doable with disruptor ammo 1 and free second booster slot.The deed can be possible with targeting lvl-4 and disruptor ammo lvl-1 although i did not verify this my self when using a TSol(max level) and Isharay X. So far i used: Tests done WITHOUT TURBOCHARGE as i could OSK anointed gold with one headshot and only a Targeting lvl-1 but only if i specced weapons ammunitions 8% gun damage without it i was not able to OSK (post 1.08) anointed gold obviously his other gun damage bonus from turbocharge i have taken as well. Disruptor ammo lvl-1 and targeting lvl-1 = fail Disruptor ammo lvl-2 and targeting lvl-2 = fail Disruptor ammo lvl-3 and targeting lvl-3 = fail (this one at times leaves the Anointed at approximate 10 to 20% life after a headshot) Disruptor ammo lvl-1 and targeting lvl-4 might work or vice versa or lvl-2 with lvl-4 either targeting or disruptor... The problem is is rather massive from OSK-ing a Anointed gold post 1.08 with only a targeting lvl-1 booster and without turbocharge to.....using 1 or 2 UR boosters just to get the same result is in my opinion ridiculous its insane. The difference is just to massive to justify this to people who actually use single shot snipers and do go for the head regardless if target stands still or is moving it does take skill and effort. Most full auto/semi auto weapons do not suffer as much maybe hardly noticeable anyway...with the increased shieldgate. Single shot snipers however suffer GREATLY it supposed to kill flat out with a proper headshot now if this was PLATINUM i would imagine using HIGHER level boosters lvl-3 or 4 this is gold however...and going from OSK in post 1.08 to massive investment to get the same result is injustice for single shot snipers. Damn BW one shot is all i have make it f*cking count!
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Post by lawshadow on Jun 17, 2017 14:46:21 GMT
Turbo charge and munition training are skills that favor auto fire and not as much single shot SR rifles. Still it might not be impossible. The cards that should make it work are disruptor ammo 4 and targeting VI 4. Might run the numbers later. I disagree with the TC remark. It gives you the option to go for weakpoint damage, and the freeload is a significant aspect as well. And because of lvl 4 boosters rarity, I don't consider it a viable option, because it greatly limits the times you can make it work. Too much anyway to play it regularly. And that's even if 2 ur boosters would work, which I doubt because of the testing by lawshadow I will sacrifice a level 4 disruptor ammo and targeting lvl-4 later this day when i come back home....Jesus...all that effort to make it work just as in post 1.08....
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Post by peddroelm on Jun 17, 2017 14:52:31 GMT
I disagree with the TC remark. It gives you the option to go for weakpoint damage, and the freeload is a significant aspect as well. And because of lvl 4 boosters rarity, I don't consider it a viable option, because it greatly limits the times you can make it work. Too much anyway to play it regularly. And that's even if 2 ur boosters would work, which I doubt because of the testing by lawshadow I will sacrifice a level 4 disruptor ammo and targeting lvl-4 later this day when i come back home....Jesus...all that effort to make it work just as in post 1.08.... read my post again. Numbers say you should be able to do it with disruptor 1. But under turbocharge with 0.35 weapon damage bonus. Otherwise you'll need to supply that from the other booster. Disruptor level in particular should not matter much - you gain 0.025 weapon damage per level .. Without turbocharge: with disruptor 1 you'll need sniper rifle rail IV. (((1457 * (1 + 0.18 + 0.21 + 0.025 + 0.4) * (1.4 + 0.7 + 0.2) * 1.25) - 1900) / 1.25) - 1995 - 2375 = 192.2465 Or disruptor III and SR rail III (((1457 * (1 + 0.18 + 0.21 + 0.075 + 0.3) * (1.4 + 0.7 + 0.2) * 1.25) - 1900) / 1.25) - 1995 - 2375 = 24.6915
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Post by lennybusker on Jun 17, 2017 15:03:30 GMT
Thanks for another useful and hugely informative post peddroelm ! re: gladiator -- "Another attack that (theoretically) has the potential to brute force mook shieldgate is maxed melee Pull + hammer on gladiator with *1.4 debuff in annihilation field." Not clear on this because you cannot Pull shielded targets? She needs something to strip shields first. Or, perhaps you mean to take Pull 6a Anti-Shields to help with removing shields first? When I use my Angara Avenger I'll focus on shielded mooks first (since spec'd for 6a Disrupting Strike) -- Avenger strike leaves a sliver of shields on mooks, then attach a sticky grenade/Dhan them. Use a similar tactic on characters with Barricade (6b Electric Defense) -- drop in their face. Funny how none of these powers (or even high ROF autos) do much of anything to Defender's shields? They must be huge! Can only target the turrets & wait 'til they open their "mouths" Gladiator- Pull redbar over to shield enemy. smash both with hammer. The gladiator's melee bonus vs pulled enemies applies to all enemies hit by the quite large melee aoe. (NOT JUMP AOE MELEE, HAMMER SMASH). And yeah, Destroyer has like 93000 shields. Best bet is throwing a tech barrel (if Kineticist), pulling a tech barrel to him if you're a Pull class, or luring it to a tech barrel if you're anyone else. Tech barrels do 100X combo damage, whatever it is now in 1.08.
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Post by Jeremiah12LGeek on Jun 17, 2017 15:26:16 GMT
Tech barrels do 100X combo damage
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Post by varicite on Jun 18, 2017 2:35:21 GMT
Or you can still just cobra the Destroyer's weak point and OHK it.
/shrug
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Post by onehitparry on Jun 21, 2017 15:26:36 GMT
Is this similar to how shield gate worked in ME3? My impression is that in ME3, shield gate was basically a percentage reduction on the next shot and enemy absorbed and didn't have that same duration component. I ask because given how shield gate works in MEA, it seems that even Phasic rounds, which made high damage low RoF much more usable in Gold and Platinum, would not significantly increase the performance of similar weapons in MEA due to the 0.1 s duration.
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Post by Pounce de León on Jun 21, 2017 15:35:08 GMT
Is this similar to how shield gate worked in ME3? My impression is that in ME3, shield gate was basically a percentage reduction on the next shot and enemy absorbed and didn't have that same duration component. I ask because given how shield gate works in MEA, it seems that even Phasic rounds, which made high damage low RoF much more usable in Gold and Platinum, would not significantly increase the performance of similar weapons in MEA due to the 0.1 s duration. Yes, ME3 had percentage for damage bleeding over to health or amour, not a fucking dmg immunity for set time.
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onehitparry
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Mar 21, 2017 22:38:29 GMT
March 2017
onehitparry
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Post by onehitparry on Jun 21, 2017 17:22:39 GMT
Is this similar to how shield gate worked in ME3? My impression is that in ME3, shield gate was basically a percentage reduction on the next shot and enemy absorbed and didn't have that same duration component. I ask because given how shield gate works in MEA, it seems that even Phasic rounds, which made high damage low RoF much more usable in Gold and Platinum, would not significantly increase the performance of similar weapons in MEA due to the 0.1 s duration. Yes, ME3 had percentage for damage bleeding over to health or amour, not a fucking dmg immunity for set time. I wonder if shield gate had to be implemented this way because of Frostbite.
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3594
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Nov 28, 2017 15:18:56 GMT
1,571
N7Mith
To troll or not to pug, that's the question
1,178
Feb 16, 2017 16:17:11 GMT
February 2017
n7mith
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
Mith0810
N7Mith
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Post by N7Mith on Jun 21, 2017 18:56:54 GMT
Yes, ME3 had percentage for damage bleeding over to health or amour, not a fucking dmg immunity for set time. I wonder if shield gate had to be implemented this way because of Frostbite. Doubt it. Doesn't make sense that the engine would restrict developers that way.
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