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Post by Aricin on Jul 19, 2017 13:27:46 GMT
Hi,
Quick question re Sentinels, Human or Asari. When speccing Shield Drain to "prime" and using Throw to fire of the combo, what is the Combo damaged classified as? Weirdly i seen both biotic and tech pop up on screen. Whats the best equipment to maximize damage & combo damage? I.e. the perma equipment slotted.
If you prime via ammo use shield drain to combo and re-prime and then throw to combo again what is that classified as? Again, specifically looking to max damage via equipment bonus
Thanks,
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Post by Jeremiah12LGeek on Jul 19, 2017 13:28:16 GMT
Priming with a tech ability will result in the corresponding tech combo (fire, tech or cryo.)
Priming with a biotic ability (like Throw) will result in a biotic combo.
The detonator's nature is irrelevant, but any combo bonuses are determined by the detonator.
Ammo primes for the corresponding combo (eg. Incendiary primes Fire Combos.)
I don't believe there is any equipment that directly boosts combo damage (but I have only had access to a months' worth of items, so there may be something from the first few months the game was out.)
I believe you can buy a tech damage enhancer (works on Energy Drain) and perhaps the Biotic Commando is still there (+10% gun damage and +20% Biotic damage.)
The Expert Package would work very will with a good priming pistol, as it improves refresh speed (refresh speed is about as close as you get to increasing combo damage with equipment, albeit indirectly.)
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Post by JRandall0308 on Jul 19, 2017 14:02:16 GMT
One other wrinkle is that enemies gain combo immunity to the same type of combo for ~4 seconds.
For example, if you detonate a Tech Combo on a Hydra and then another Tech Combo immediately thereafter, the second one doesn't do anything (to the Hydra, it could still hurt nearby enemies that don't also have temporary combo immunity). This is normally not an issue but can be for characters with fast detonators (like Throw or shield-powered Lance).
Therefor with the Asari Sentinel I like to use Cryo or Incendiary Ammo because those are different combos from Energy Drain + Throw.
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Aricin
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Post by Aricin on Jul 19, 2017 14:33:16 GMT
good stuff, thanks for the feedback!
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Post by monk on Jul 19, 2017 15:31:56 GMT
If I'm not mistaken, the Detonations are affected by Power Boosts, and I believe that there is a piece of Equipment (that hasn't been released yet I think, might be tomorrow) that affects all Power (akin to the Universal Boost probably). This might be suitable for the Sentinel for when they might alternate between the abilities to Prime/Detonate.
:: edit ::
Ah, the name is: Mental Focuser (All Power 25%). Uncommon.
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Post by The Joe-Man on Jul 19, 2017 15:56:33 GMT
One other wrinkle is that enemies gain combo immunity to the same type of combo for ~4 seconds. For example, if you detonate a Tech Combo on a Hydra and then another Tech Combo immediately thereafter, the second one doesn't do anything (to the Hydra, it could still hurt nearby enemies that don't also have temporary combo immunity). This is normally not an issue but can be for characters with fast detonators (like Throw or shield-powered Lance). Therefor with the Asari Sentinel I like to use Cryo or Incendiary Ammo because those are different combos from Energy Drain + Throw. Good info there JRandall. Thanks. I didn't know this before.
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Post by Deleted on Jul 19, 2017 16:14:22 GMT
I just wanted to mention that what the game reports may be different from how it is counted in the challenges for detonations.
It seems the game reports a combo based on the primer. The challenges count combos according to the detonator.
For example: if you use cryo ammo to prime a target and then detonate it with concussive shot, the game will report a cryo combo, but it will be counted as a combat detonation in the challenges.
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Post by JRandall0308 on Jul 19, 2017 16:27:45 GMT
Good info there JRandall. Thanks. I didn't know this before. Everything I learned was from peddro's numerical testing thread.
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Post by jadedragonmtr on Jul 19, 2017 17:56:22 GMT
If I'm not mistaken, the Detonations are affected by Power Boosts, and I believe that there is a piece of Equipment (that hasn't been released yet I think, might be tomorrow) that affects all Power (akin to the Universal Boost probably). This might be suitable for the Sentinel for when they might alternate between the abilities to Prime/Detonate. :: edit :: Ah, the name is: Mental Focuser (All Power 25%). Uncommon. Hmm... I already have the Mental Focus. Wasn't this from last week's release?
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Post by N7Mith on Jul 19, 2017 18:03:02 GMT
If I'm not mistaken, the Detonations are affected by Power Boosts, and I believe that there is a piece of Equipment (that hasn't been released yet I think, might be tomorrow) that affects all Power (akin to the Universal Boost probably). This might be suitable for the Sentinel for when they might alternate between the abilities to Prime/Detonate. :: edit :: Ah, the name is: Mental Focuser (All Power 25%). Uncommon. You are mistaken though, unfortunately. Power boosts only boost the powers, primers and detonators, but not the combo itself. Passives are the only way to enhance them. Sidenote, atm all powers without combo bonusses have the same combo damage except for shockwave. SW detonates for a multiplicative 50% combo damage.
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Post by monk on Jul 19, 2017 18:26:55 GMT
Hmm... I already have the Mental Focus. Wasn't this from last week's release? Ah, my mistake then. Something I didn't pick up as already had another. Didn't stand out so wasn't sure it was released yet or not. Ah. My bad then. Probably mistook the boost that affected the detonator I was testing on as affecting the detonation as well.
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Post by JRandall0308 on Jul 19, 2017 19:57:04 GMT
Things that affect combo detonations are all clearly labeled to do so. One of the few parts of the UI/text that is actually correct.
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Post by Scathane on Jul 19, 2017 21:04:56 GMT
I just wanted to mention that what the game reports may be different from how it is counted in the challenges for detonations. It seems the game reports a combo based on the primer.Β The challenges count combos according to the detonator. For example: if you use cryo ammo to prime a target and then detonate it with concussive shot, the game will report a cryo combo, but it will be counted as a combat detonation in the challenges. Afaik, fire and cryo detonations are combat detonations. All tech detonations are based on electricity (i.e., disruptor ammo)...
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Post by misguidedworm7 on Jul 20, 2017 2:40:25 GMT
Combos primed by ammunition are classed as combat detonations.
Throw does prime for combos at base (~0.5 sec), so if you land it at the right timing with energy drain you can get a biotic combo.
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Post by lennybusker on Jul 20, 2017 2:50:02 GMT
Hi, Quick question re Sentinels, Human or Asari. When speccing Shield Drain to "prime" and using Throw to fire of the combo, what is the Combo damaged classified as? Weirdly i seen both biotic and tech pop up on screen. Whats the best equipment to maximize damage & combo damage? I.e. the perma equipment slotted. If you prime via ammo use shield drain to combo and re-prime and then throw to combo again what is that classified as? Again, specifically looking to max damage via equipment bonus Thanks, You're seeing both because of a funky interaction specific to Energy Drain as primer and detonator and Throw as primer and detonator. You can set off two combos with one activation of both powers if you time it right. Search the Numerical Test thread for "energy drain", we talk about it at length.
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