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Post by Alfonsedode on Nov 27, 2017 10:02:46 GMT
Hy guys, seems i found a new bug that sucks, and i m pretty amazed nobody noticed it back in the days. For the shadow with bonus power in cloak, the first SS does more damage than the second one : Its pretty clear on this sequence here from capn233 with 4 consecutive marauder being SSed always from cloak (or within the 2.5s anyway) Now the build ( edit: note that it s a pistol build and fitness 5B is selected for speed, not the melee synergie) gives 3450 damage with cloak and 1875 without it according to kalence and Sihmm'spreadsheet, while marauder on gold have 2025 HP and 1519 Shields. But it s not factoring sword mastery bonus vs shield (6a) , where as a multiplier, it should multiply (everything and so) values up to 5175 from cloak and 2812 without (vs shield). sword mastery 6a and 6b were not impacting SS early on ( peddroelm 's test) but was fixed (peddro's test too) If bonus power worked : we indeed have an overkill (counting proportion of left damage after the marauder shield breaks and no shield gate for melee : i have 2437 health damage left for 2025 marauder HP) with no cloak : i have 862 health damage point left on the marauder (after the shield is broke) for 2025, meaning 6 health bar left (before the DoT, and DoT should kill it btw). I m spot on with the vid, so i m pretty convinced Bonus power evo doesnt work as we thought it were : U don't break cloak visually, but u still launch the 2.5 s damage bonus with the first power. Bonus power looses the damage bonus even during the cloak duration. So much for taking duration on cloak ...
i m pretty puzzled (as the duration vs damage for the shadow was infinitely debated in the old days), but i guess nobody's left to care Also, so many factor in SS, it could be smtg else, like power bonus damage works once and not twice or smtg else. Peddro's numerical test for reference : bsn.boards.net/thread/1793/numerical-thread-shadow-damage-formulaSihmm spreadsheet : will SS kill it ? -------------------------------------------------- EDIT : a carefull timing of the two events shows that in both case the second SS hit happens after TC full duration and so loose the bonus. The fact that the hit needed to be during the damage bonus window from TC (and not the cast), and that theres no damage bonus TC wears off after its full duration (indeed, u dont break cloak in that case) was unclear to me anyway
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Post by Jeremiah12LGeek on Nov 27, 2017 12:54:24 GMT
Based on my own observations, Shadow Strike gets some variability because there is some weirdness as far as whether the various melee bonuses are being applied.
It would probably be easier to test whether duration extends the damage bonus on a power that has few (or no) other bonuses for more control.
I can definitely say that there are many times where I get the full damage bonus on both attacks I make with bonus power, but there are others when I do not. I don't think I could get the full damage if the bonus was actually bugged, so I'm inclined to think there is at least one other factor at play. I'm inclined to blame the melee bonuses activating/deactivating based on strict melee strikes (rather than including Powers that are labelled as melee like Shadow Strike.) As far as I can tell, SS does not actually activate the "sword kill" melee damage bonus from its fitness tree.
I'll test a bit (with my limited console capacity) later today.
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Post by Alfonsedode on Nov 27, 2017 13:07:39 GMT
sure thing, i m inclined to just test it without speccing anything but TCloak and a fast CD damaging power. I fear PM is a bit too long
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Post by GruntKitterhand on Nov 27, 2017 13:30:30 GMT
Based on my own observations, Shadow Strike gets some variability because there is some weirdness as far as whether the various melee bonuses are being applied. It would probably be easier to test whether duration extends the damage bonus on a power that has few (or no) other bonuses for more control. I can definitely say that there are many times where I get the full damage bonus on both attacks I make with bonus power, but there are others when I do not. I don't think I could get the full damage if the bonus was actually bugged, so I'm inclined to think there is at least one other factor at play. I'm inclined to blame the melee bonuses activating/deactivating based on strict melee strikes (rather than including Powers that are labelled as melee like Shadow Strike.) As far as I can tell, SS does not actually activate the "sword kill" melee damage bonus from its fitness tree. I'll test a bit (with my limited console capacity) later today. I concur. I suspect it's primarily melee-bonus-related. I use (and advocate) duration cloak and bonus power on the Shadow for variety alone, and while there are indeed occasions when SS doesn't kill my target, it doesn't happen much. I don't do much in the way of actual testing, these days anyway, but it's possible that I have less trouble because I like to use cloak/melee as a regular attack, often in preference to waiting for the SS cooldown, so I guess that's more likely to keep the bonuses going.
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Post by Jeremiah12LGeek on Nov 27, 2017 17:33:23 GMT
I asked Brojo about some of this, and he confirmed some things, but the rest are how I think "melee" and Shadow Strike differ:
- Shadow Strike counts as a melee attack for the purpose of calculating bonus damage received (this part brojo confirmed.) I assume this to include the bonuses in the fitness tree, once activated, as well as Gear/Equipment.
- Shadow Strike does not count as a melee attack for the purpose of challenges (Brojo confirmed this one.)
- I do not believe Shadow Strike counts as a melee attack for the purpose of activating the damage bonus in the fitness tree. Brojo didn't confirm this because I didn't ask it at the time. I believe the fitness tree bonus can be activated by a light melee (though I have never tested, I assume based on the wording) or the heavy melee killing an enemy. While the bonus will apply to Shadow Strike for the duration, Shadow Strike will not renew the bonus. I think this duration expiring between shadow strikes is a possible factor in the damage difference one can see, given how substantial the bonus is (75% if I remember right.)
I'll update this post with new info, or if I remember anything else. I'm curious enough to see if I can confirm my assumptions that I may be spending a lot of time trying to cordon off specific groups of enemies later.
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Post by Qui-Gon GlenN7 on Nov 27, 2017 18:42:50 GMT
Interesting.
Since I SS primarily mooks, I have never noticed this. They generally die anyway.
SS will definitely not count towards Martial Artist bonus from health tree.
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Post by Alfonsedode on Nov 27, 2017 20:46:56 GMT
well guys, beware in my case fitness (sword mastery) 5 B is selected, so no melee activated bonus. That maybe why i dont kill marauder easily and why that pb wasnt spotted as u dont OHK armored bosses nor attack them twice in a cloak cycle looking at the armor bar to see any difference. I m pretty sure everybody used to put inconsistent damage on 5A bonus not activated at the time. Well peddro's first guess (bonus power not wking, i asked him his opinion this we) put me to those value check SS will definitely not count towards Martial Artist bonus from health tree. so u noticed numerous time u had to HM (or LM ?) to get the bonus back, but not that your second SS within TC wasnt as damaging as the first one ? yeah mooks die anyway as long as the melee bonus is activated iguess. U need a sub optimum build to notice.
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Post by Alfonsedode on Nov 27, 2017 21:02:30 GMT
I asked Brojo about some of this, and he confirmed some things, but the rest are how I think "melee" and Shadow Strike differ: - Shadow Strike counts as a melee attack for the purpose of calculating bonus damage received (this part brojo confirmed.) I assume this to include the bonuses in the fitness tree, once activated, as well as Gear/Equipment. - Shadow Strike does not count as a melee attack for the purpose of challenges (Brojo confirmed this one.) - I do not believe Shadow Strike counts as a melee attack for the purpose of activating the damage bonus in the fitness tree. Brojo didn't confirm this because I didn't ask it at the time. I believe the fitness tree bonus can be activated by a light melee (though I have never tested, I assume based on the wording) or the heavy melee killing an enemy. While the bonus will apply to Shadow Strike for the duration, Shadow Strike will not renew the bonus. I think this duration expiring between shadow strikes is a possible factor in the damage difference one can see, given how substantial the bonus is (75% if I remember right.) I'll update this post with new info, or if I remember anything else. I'm curious enough to see if I can confirm my assumptions that I may be spending a lot of time trying to cordon off specific groups of enemies later. well SS is melee and ss is tech power. TC damage bonus count twice btw, beneficial bug So i m puzzled it doesnt count as a melee for challenges nor activating the melee synergy. It definitly counts for the melee kills medal
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Post by Lvca on Nov 27, 2017 21:18:04 GMT
Seems to be a weird interaction between TC and SS, in particular the rank 4 evo on TC. This is what I found after a little bit of testing. Similar conditions to capn's video unless stated otherwise: I also had this happen with duration cloak, the second maraduer surviving, but only once during the short testing. Maybe the same "bug" that happens with damage cloak is happening here. Or maybe the marauder gets DR form the casting armor animation.
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Post by Alfonsedode on Nov 27, 2017 21:36:27 GMT
Seems to be a weird interaction between TC and SS, in particular the rank 4 evo on TC. This is what I found after a little bit of testing. Similar conditions to capn's video unless stated otherwise: I also had this happen with duration cloak, the second maraduer surviving, but only once during the short testing. Maybe the same "bug" that happens with damage cloak is happening here. Or maybe the marauder gets DR form the casting armor animation. Cool stuff lvca, i cant see the vids, new firefox sucks a lot ... but the description is here. Still doesnt make sense imo. Maybe developers refused to have that so short CD devastating attack twice in 5 secs (TC 4b is 80% additive bonus for ss) ? I m puzzled about the dot too, as i thought it was a clean global mutiplier (so 0.4 dot without TC here is 1125 damage). Btw, i dont see any other power with CD lower than 2.5 2.6 sec to try with TC 4b and 6a ?
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Post by Qui-Gon GlenN7 on Nov 27, 2017 23:01:30 GMT
I dunno.
I always spec duration on her, so that extra damage is out.
The first strike has never seemed significantly more effective than the second on a duration cloak. However, I go full damage martial artist flame sword on fitness, and I do take weight reduction/power damage passive 4b.
I know.... Weight on an Infi... I do it for moar power. 64646 I think. Lol I made a stupid thread about her on old BSN.
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Post by Lvca on Nov 28, 2017 0:37:01 GMT
Seems to be a weird interaction between TC and SS, in particular the rank 4 evo on TC. This is what I found after a little bit of testing. Similar conditions to capn's video unless stated otherwise: I also had this happen with duration cloak, the second maraduer surviving, but only once during the short testing. Maybe the same "bug" that happens with damage cloak is happening here. Or maybe the marauder gets DR form the casting armor animation. Cool stuff lvca, i cant see the vids, new firefox sucks a lot ... but the description is here. Still doesnt make sense imo. Maybe developers refused to have that so short CD devastating attack twice in 5 secs (TC 4b is 80% additive bonus for ss) ? I m puzzled about the dot too, as i thought it was a clean global mutiplier (so 0.4 dot without TC here is 1125 damage). Btw, i dont see any other power with CD lower than 2.5 2.6 sec to try with TC 4b and 6a ? Energy drain (SI) Overload (TGI) and incinerate (BF3 infiltrator only) have a cooldown of 2.29 seconds, down to 2.03 with Power efficiency module and Structural Ergonomics. Warp's is even shorter but since the Huntress' TC is different it may not work like normal TC. I may make some more tests later if I feel like it. Can't comment on DoT's but I thought they were "additive" meaning they were based of base damage. Or at least partially. I don't remember when or where i got the info from. Either way the funny thing is that it may be more effective damage-wise to pick duration over damage on TC 4 . On the topic of browsers, I'd recommend Vivaldi. Based on Chromium like Chrome, but with cool features such as gestures already included and hopefully less spying. Some of Chrome's extensions work as well, like Ublock Origin.
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Post by Voluptuous Volus on Nov 28, 2017 0:54:14 GMT
Shadow is bugged in so many ways I've stopped counting. The first thing I noticed immediately when the kit was released that she decloaks instantly after firing a shot, not like other Infiltrators, who decloak after a second. So her cloak is different somehow.
And the enemies magically knowing where I'm going to SS and not being able to SS Atlases, made me drop the whole Bonus power melee build.
I respected into Valiant sniper Shadow, with single SS and sniper damage. Much more safe, much more versatile. SS mooks like Nemesis for shields and snipe Atlases from afar using RHA.
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Post by Alfonsedode on Nov 28, 2017 8:34:44 GMT
he first thing I noticed immediately when the kit was released that she decloaks instantly after firing a shot that wld maybe make 1.5 s damage bonus instead of 2.5 then Energy drain (SI) Overload (TGI) and incinerate (BF3 infiltrator only) have a cooldown of 2.29 seconds, down to 2.03 forgot about them equipment, had them around 2.7s with 200% weight. I ll try vivaldi if firefox continues to **** around, but it takes so much time to have ur browser up and running with everything (add ons, Search engines, context menus, exceptions, ...)
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Post by Jeremiah12LGeek on Nov 28, 2017 11:23:38 GMT
he first thing I noticed immediately when the kit was released that she decloaks instantly after firing a shot that wld maybe make 1.5 s damage bonus instead of 2.5 then That's just a visual thing, she receives the same duration of damage bonus as other infiltrators (it has been tested although I don't have a link handy.)
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Post by GruntKitterhand on Nov 28, 2017 13:01:18 GMT
Shadow is bugged in so many ways I've stopped counting. The first thing I noticed immediately when the kit was released that she decloaks instantly after firing a shot, not like other Infiltrators, who decloak after a second. So her cloak is different somehow. And the enemies magically knowing where I'm going to SS and not being able to SS Atlases, made me drop the whole Bonus power melee build. I respected into Valiant sniper Shadow, with single SS and sniper damage. Much more safe, much more versatile. SS mooks like Nemesis for shields and snipe Atlases from afar using RHA. I've tried that Valiant Sniper option, admittedly a while back with only a low level gun, but my honest assessment is that she's a fairly badly gimped version of the Shadow. Unlike you I rate the 'whole Bonus power melee build' as one of the great things in the game - taking down two Possessed Abombs simultaneously and living to tell the tale is almost as good as a Tech Armour Killstreak or an Atlas syncing a Phantom with Sabotage. And I'm not sure I'm prepared to believe you can bring an Atlas down quicker with a Valiant than with a Piranha melee build, with or without ES (which I happily skip altogether). On the duration cloak issue, it would amuse me greatly if it turns out that all those people over the years who said they weren't prepared to give up their damage boost weren't actually getting a damage boost at all, at least on the second SS. Either way, I still say Duration Cloak is where it's at for the Shadow - it makes her unique, and she can take out any Target and cap Devices anywhere, anytime, on any difficulty, without being gimped. I can't pass that up.
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Post by Voluptuous Volus on Nov 28, 2017 13:24:15 GMT
Shadow is bugged in so many ways I've stopped counting. The first thing I noticed immediately when the kit was released that she decloaks instantly after firing a shot, not like other Infiltrators, who decloak after a second. So her cloak is different somehow. And the enemies magically knowing where I'm going to SS and not being able to SS Atlases, made me drop the whole Bonus power melee build. I respected into Valiant sniper Shadow, with single SS and sniper damage. Much more safe, much more versatile. SS mooks like Nemesis for shields and snipe Atlases from afar using RHA. I've tried that Valiant Sniper option, admittedly a while back with only a low level gun, but my honest assessment is that she's a fairly badly gimped version of the Shadow. Unlike you I rate the 'whole Bonus power melee build' as one of the great things in the game - taking down two Possessed Abombs simultaneously and living to tell the tale is almost as good as a Tech Armour Killstreak or an Atlas syncing a Phantom with Sabotage. And I'm not sure I'm prepared to believe you can bring an Atlas down quicker with a Valiant than with a Piranha melee build, with or without ES (which I happily skip altogether). On the duration cloak issue, it would amuse me greatly if it turns out that all those people over the years who said they weren't prepared to give up their damage boost weren't actually getting a damage boost at all, at least on the second SS. Either way, I still say Duration Cloak is where it's at for the Shadow - it makes her unique, and she can take out any Target and cap Devices anywhere, anytime, on any difficulty, without being gimped. I can't pass that up. I never said it was quicker. I said it was safer and more versatile. If you take Bonus power, you basically must take Duration Cloak. Which means your SS is kinda weak and your weapon damage is a lot weaker than Damage Cloak. Shadow is super slow and vulnerable. Can't really SS Ravagers without taking a ton of damage, can't SS Abombs, can't SS Seekers cos they often explode before you even come. SS Phantoms is a gamble, cos your teammates are going to be shooting them, making them flip or do the barrier hand, which reduces/negates damage. She has to wait for people to climb the ladders fully, before being able to strike. Seriously, by the time you SS one trooper across the map, I will shoot him with my Sniper, and his buddy next to him and I will already be working on the next one. And what if you draw Rio or Hydra or any other large map? With Piranha SS build, you have no range, almost as playing with a Reegar.
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Post by GruntKitterhand on Nov 28, 2017 14:03:29 GMT
I've tried that Valiant Sniper option, admittedly a while back with only a low level gun, but my honest assessment is that she's a fairly badly gimped version of the Shadow. Unlike you I rate the 'whole Bonus power melee build' as one of the great things in the game - taking down two Possessed Abombs simultaneously and living to tell the tale is almost as good as a Tech Armour Killstreak or an Atlas syncing a Phantom with Sabotage. And I'm not sure I'm prepared to believe you can bring an Atlas down quicker with a Valiant than with a Piranha melee build, with or without ES (which I happily skip altogether). On the duration cloak issue, it would amuse me greatly if it turns out that all those people over the years who said they weren't prepared to give up their damage boost weren't actually getting a damage boost at all, at least on the second SS. Either way, I still say Duration Cloak is where it's at for the Shadow - it makes her unique, and she can take out any Target and cap Devices anywhere, anytime, on any difficulty, without being gimped. I can't pass that up. I never said it was quicker. I said it was safer and more versatile. If you take Bonus power, you basically must take Duration Cloak. Which means your SS is kinda weak and your weapon damage is a lot weaker than Damage Cloak. Shadow is super slow and vulnerable. Can't really SS Ravagers without taking a ton of damage, can't SS Abombs, can't SS Seekers cos they often explode before you even come. SS Phantoms is a gamble, cos your teammates are going to be shooting them, making them flip or do the barrier hand, which reduces/negates damage. She has to wait for people to climb the ladders fully, before being able to strike. Seriously, by the time you SS one trooper across the map, I will shoot him with my Sniper, and his buddy next to him and I will already be working on the next one. And what if you draw Rio or Hydra or any other large map? With Piranha SS build, you have no range, almost as playing with a Reegar. Those are good points, but they highlight differences in playstyle rather than weaknesses in the build itself. Arguably L2P issues, but I wouldn't be so cheeky as to insinuate that with you. Firstly, I wouldn't be targeting a Trooper with SS as I'd be busy taking out the genuinely dangerous enemies - every single one of which I can OHK apart from top level Bosses, Scions and Brutes, which is what the Piranha is for. Troopers are just melee-fodder if they're unlucky enough to find themselves in my path. Ravagers are indeed a problem (and Turrets to a lesser extent), so caution is advised - if you're not shield-gated you can SS them in an emergency but it's obviously safer to SS something near to them and take the Ravager out with the Piranha. I get what you say about it and the Reegar, but the difference for me is that one of them feels like an actual gun, and more importantly I only need it for armour, where it outstrips the Reegar by an impressive amount. To describe the Piranha SS build as having no range is quite funny actually, when duration cloak is taken into the equation. She's a true assassin. And all your points about the things you can't SS are negated by the fact that you should be able to melee them or clean them out with the Piranha. As for Phantoms, there is no other character in the game than I would rather be playing than the Shadow, with my build, so I really don't agree with you that it's a gamble in any way. It's the ultimate "Payback's a bitch, ain't it?" approach. Phantoms die instantly, maybe 8 times out of 10, on or off-host. And the other 2 times they die over time or with a volley of 'can't miss' Piranha shots or a melee. Playing with skilled BSNers can frequently result in SS-ing thin air, but I play with pugs mostly, and if I want to relax the Shadow is a 'Mission Successful' guarantee, totally irrespective of map or faction, with the one proviso that a laggy host can occasionally make you target Banshees inadvertently, which tends to end badly.
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Post by Voluptuous Volus on Nov 28, 2017 14:24:19 GMT
I never said it was quicker. I said it was safer and more versatile. If you take Bonus power, you basically must take Duration Cloak. Which means your SS is kinda weak and your weapon damage is a lot weaker than Damage Cloak. Shadow is super slow and vulnerable. Can't really SS Ravagers without taking a ton of damage, can't SS Abombs, can't SS Seekers cos they often explode before you even come. SS Phantoms is a gamble, cos your teammates are going to be shooting them, making them flip or do the barrier hand, which reduces/negates damage. She has to wait for people to climb the ladders fully, before being able to strike. Seriously, by the time you SS one trooper across the map, I will shoot him with my Sniper, and his buddy next to him and I will already be working on the next one. And what if you draw Rio or Hydra or any other large map? With Piranha SS build, you have no range, almost as playing with a Reegar. Those are good points, but they highlight differences in playstyle rather than weaknesses in the build itself. Arguably L2P issues, but I wouldn't be so cheeky as to insinuate that with you. Firstly, I wouldn't be targeting a Trooper with SS as I'd be busy taking out the genuinely dangerous enemies - every single one of which I can OHK apart from top level Bosses, Scions and Brutes, which is what the Piranha is for. Troopers are just melee-fodder if they're unlucky enough to find themselves in my path. Ravagers are indeed a problem (and Turrets to a lesser extent), so caution is advised - if you're not shield-gated you can SS them in an emergency but it's obviously safer to SS something near to them and take the Ravager out with the Piranha. I get what you say about it and the Reegar, but the difference for me is that one of them feels like an actual gun, and more importantly I only need it for armour, where it outstrips the Reegar by an impressive amount. To describe the Piranha SS build as having no range is quite funny actually, when duration cloak is taken into the equation. She's a true assassin. And all your points about the things you can't SS are negated by the fact that you should be able to melee them or clean them out with the Piranha. As for Phantoms, there is no other character in the game than I would rather be playing than the Shadow, with my build, so I really don't agree with you that it's a gamble in any way. It's the ultimate "Payback's a bitch, ain't it?" approach. Phantoms die instantly, maybe 8 times out of 10, on or off-host. And the other 2 times they die over time or with a volley of 'can't miss' Piranha shots or a melee. Playing with skilled BSNers can frequently result in SS-ing thin air, but I play with pugs mostly, and if I want to relax the Shadow is a 'Mission Successful' guarantee, totally irrespective of map or faction, with the one proviso that a laggy host can occasionally make you target Banshees inadvertently, which tends to end badly. She's still one of the slowest killers overall. I get that playing SS build is fun (or can be when things are going well), but it's unreliable, finicky and unrewarding. I mean I can play a Piranha Kroguard and one shot melee kill Phantoms too with a MUCH faster running backhand, while restoring my shields, and being invincible and with a Mrwahahahah! So Shadow is nothing special. I can tank turrets, I can tank Ravagers or pretty much anything really. With my Slayer I can kill 4 Phantoms in like 3 seconds. Shadow is the weakest sniper cos she has no debuff moves like others have and she's not that great of a melee character either, cos shes slow, squishy and accident prone. She got the short end of the stick in my book. I wish they gave her a palm blaster instead of Electric Shockwave. It could be an "Oh Shit" stagger power and maybe a debuff to armor.
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Post by Pounce de León on Nov 28, 2017 15:00:11 GMT
Those are good points, but they highlight differences in playstyle rather than weaknesses in the build itself. Arguably L2P issues, but I wouldn't be so cheeky as to insinuate that with you. Firstly, I wouldn't be targeting a Trooper with SS as I'd be busy taking out the genuinely dangerous enemies - every single one of which I can OHK apart from top level Bosses, Scions and Brutes, which is what the Piranha is for. Troopers are just melee-fodder if they're unlucky enough to find themselves in my path. Ravagers are indeed a problem (and Turrets to a lesser extent), so caution is advised - if you're not shield-gated you can SS them in an emergency but it's obviously safer to SS something near to them and take the Ravager out with the Piranha. I get what you say about it and the Reegar, but the difference for me is that one of them feels like an actual gun, and more importantly I only need it for armour, where it outstrips the Reegar by an impressive amount. To describe the Piranha SS build as having no range is quite funny actually, when duration cloak is taken into the equation. She's a true assassin. And all your points about the things you can't SS are negated by the fact that you should be able to melee them or clean them out with the Piranha. As for Phantoms, there is no other character in the game than I would rather be playing than the Shadow, with my build, so I really don't agree with you that it's a gamble in any way. It's the ultimate "Payback's a bitch, ain't it?" approach. Phantoms die instantly, maybe 8 times out of 10, on or off-host. And the other 2 times they die over time or with a volley of 'can't miss' Piranha shots or a melee. Playing with skilled BSNers can frequently result in SS-ing thin air, but I play with pugs mostly, and if I want to relax the Shadow is a 'Mission Successful' guarantee, totally irrespective of map or faction, with the one proviso that a laggy host can occasionally make you target Banshees inadvertently, which tends to end badly. She's still one of the slowest killers overall. I get that playing SS build is fun (or can be when things are going well), but it's unreliable, finicky and unrewarding. I mean I can play a Piranha Kroguard and one shot melee kill Phantoms too with a MUCH faster running backhand, while restoring my shields, and being invincible and with a Mrwahahahah! So Shadow is nothing special. I can tank turrets, I can tank Ravagers or pretty much anything really. With my Slayer I can kill 4 Phantoms in like 3 seconds. Shadow is the weakest sniper cos she has no debuff moves like others have and she's not that great of a melee character either, cos shes slow, squishy and accident prone. She got the short end of the stick in my book. I wish they gave her a palm blaster instead of Electric Shockwave. It could be an "Oh Shit" stagger power and maybe a debuff to armor. It's slow, finicky, but rewarding and awesome. Also, I collect heads in the process. Fun gameplay tops efficiency - at least in random matches. It's not so much fun when everybody knows what they're doing and mow down everything within short notice.
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Post by Voluptuous Volus on Nov 28, 2017 15:07:49 GMT
She's still one of the slowest killers overall. I get that playing SS build is fun (or can be when things are going well), but it's unreliable, finicky and unrewarding. I mean I can play a Piranha Kroguard and one shot melee kill Phantoms too with a MUCH faster running backhand, while restoring my shields, and being invincible and with a Mrwahahahah! So Shadow is nothing special. I can tank turrets, I can tank Ravagers or pretty much anything really. With my Slayer I can kill 4 Phantoms in like 3 seconds. Shadow is the weakest sniper cos she has no debuff moves like others have and she's not that great of a melee character either, cos shes slow, squishy and accident prone. She got the short end of the stick in my book. I wish they gave her a palm blaster instead of Electric Shockwave. It could be an "Oh Shit" stagger power and maybe a debuff to armor. It's slow, finicky, but rewarding and awesome. Also, I collect heads in the process. Fun gameplay tops efficiency - at least in random matches. It's not so much fun when everybody knows what they're doing and mow down everything within short notice. Precisely. It's a kit to play with n00b PUGS.
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Post by GruntKitterhand on Nov 28, 2017 15:13:55 GMT
Those are good points, but they highlight differences in playstyle rather than weaknesses in the build itself. Arguably L2P issues, but I wouldn't be so cheeky as to insinuate that with you. Firstly, I wouldn't be targeting a Trooper with SS as I'd be busy taking out the genuinely dangerous enemies - every single one of which I can OHK apart from top level Bosses, Scions and Brutes, which is what the Piranha is for. Troopers are just melee-fodder if they're unlucky enough to find themselves in my path. Ravagers are indeed a problem (and Turrets to a lesser extent), so caution is advised - if you're not shield-gated you can SS them in an emergency but it's obviously safer to SS something near to them and take the Ravager out with the Piranha. I get what you say about it and the Reegar, but the difference for me is that one of them feels like an actual gun, and more importantly I only need it for armour, where it outstrips the Reegar by an impressive amount. To describe the Piranha SS build as having no range is quite funny actually, when duration cloak is taken into the equation. She's a true assassin. And all your points about the things you can't SS are negated by the fact that you should be able to melee them or clean them out with the Piranha. As for Phantoms, there is no other character in the game than I would rather be playing than the Shadow, with my build, so I really don't agree with you that it's a gamble in any way. It's the ultimate "Payback's a bitch, ain't it?" approach. Phantoms die instantly, maybe 8 times out of 10, on or off-host. And the other 2 times they die over time or with a volley of 'can't miss' Piranha shots or a melee. Playing with skilled BSNers can frequently result in SS-ing thin air, but I play with pugs mostly, and if I want to relax the Shadow is a 'Mission Successful' guarantee, totally irrespective of map or faction, with the one proviso that a laggy host can occasionally make you target Banshees inadvertently, which tends to end badly. She's still one of the slowest killers overall. I get that playing SS build is fun (or can be when things are going well), but it's unreliable, finicky and unrewarding. I mean I can play a Piranha Kroguard and one shot melee kill Phantoms too with a MUCH faster running backhand, while restoring my shields, and being invincible and with a Mrwahahahah! So Shadow is nothing special. I can tank turrets, I can tank Ravagers or pretty much anything really. With my Slayer I can kill 4 Phantoms in like 3 seconds. Shadow is the weakest sniper cos she has no debuff moves like others have and she's not that great of a melee character either, cos shes slow, squishy and accident prone. She got the short end of the stick in my book. I wish they gave her a palm blaster instead of Electric Shockwave. It could be an "Oh Shit" stagger power and maybe a debuff to armor. Good point on the palm blaster idea - that would have made me have to ponder her build a while longer. But in my case her heavy melee is a genuinely functional 'Oh Shit' response. As for comparisons with the Kroguard and Slayer, well, aside from the fact that I personally have never really mastered the Slayer and certainly cannot play him even remotely successfully off-host, they are two of the most powerful characters in the game, so nothing much is going to look fast beside them. Still, I'd rather be capping Devices with a Shadow than a Slayer, or reviving teammates for that matter. You know I love my Krogans, but there is no challenge whatsoever with the Kroguard, unlike the Shadow who requires thought and precision. Where you see 'unreliable, finicky and unrewarding' I see pretty much the opposite: occasionally finicky but otherwise reliable (in terms of actual killing capability) and highly rewarding overall. I have no 'when things are going well' proviso - she's Little Miss Reliable for me, systematically killing enemies in the order of my choosing, not theirs. There are better Snipers than the Shadow - much better in most cases. Each to their own, I guess.
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Post by Alfonsedode on Nov 28, 2017 15:15:39 GMT
i recommend the capn build (and mine too) on rio gold, it s really a good way to solo safely and have fun on rio... SS is your relocate tool. I wldnt go duration either, cause i love that 80% additive bonus. But indeed, if it s always only the first hit... then it s SS then HM or the second SS is weak but relocate. As for the mood, sometimes SS is pretty boring too
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Post by Pounce de León on Nov 28, 2017 15:28:39 GMT
It's slow, finicky, but rewarding and awesome. Also, I collect heads in the process. Fun gameplay tops efficiency - at least in random matches. It's not so much fun when everybody knows what they're doing and mow down everything within short notice. Precisely. It's a kit to play with n00b PUGS. There were always enough around. Mostly.
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Post by Jeremiah12LGeek on Nov 28, 2017 16:02:26 GMT
If you take Bonus power, you basically must take Duration Cloak. Which means your SS is kinda weak and your weapon damage is a lot weaker than Damage Cloak. I find this effect has been exaggerated in a couple of ways. It depends a lot on the weapon and situation that you're talking about. For example, I run my Shadow with a Paladin. In Gold, there aren't that many enemies that I actually use the Paladin against who require an extra shot to kill, and that's without any bonuses except the one from Tactical Cloak. Mind you, I don't use it in most situations, which is where the damage difference gets exaggerated the other way - it's losing weapon damage in favour of power damage, not "losing weapon damage with no payoff." I'm not saying the way I play her is better, but if I am going to play her as a high risk melee-power build, I'm gimped a lot more by taking 40% TC damage than I am by taking the duration. Can't really SS Ravagers without taking a ton of damage I'll grant you this, because even though I know how, I can't be bothered because of the risk. But, for anyone interested, here is how to safely SS a Ravager: - You must attack from the front arc to the rear arc. Side to side will almost certainly cause damage (unless all sacks have been burst already and the swarmers are somehow gone) and back-to-front is suicide. -The Ravager must have no burst sacks/not be in a sea of swarmers. Swarmers are technically a separate issue (they can come from other ravagers, after all) but in general, any burst sacks mean damage on arrival. If no sacks have burst, however, the Shadow can easily dodge away before any swarmers can suicide themselves on her (assuming she is in the rear arc.) - Everything is a crap shoot if your teammates shoot it. It can burst sacks, causing damage on arrival, or inspire the Ravager to turn to face the target, causing the angle to change and bursting sacks from the side arc. SS Phantoms is a gamble, cos your teammates are going to be shooting them, making them flip or do the barrier hand, which reduces/negates damage. I would struggle to remember even 5 times a Phantom has negated an SS with the bubble, and I've used the power Shadow build for over five years. So that would be... less than once a year. It just doesn't really happen. Maybe I have so much experience doing it that I instinctively avoid the problem without being aware of it, but I think it's more likely that you lack the experience SSing Phantoms, and are guessing about what would happen. You're a lot more likely to be gank'd on arrival (which is still pretty rare) than you are to be negated. Shadow Strike is probably the most reliable Phantom attack method I have (though I admit that's because my aim kind of sucks, so the Acolyte ends up in seconds place, and I'm still a newb with the Venom/Scorpion, which I expect both work well in experienced hands.) She has to wait for people to climb the ladders fully, before being able to strike. She can shoot them like anyone sniping with cloak can, Electric Slash has quite the area of effect and there's always my favourite - SS someone above the ladder, then break cloak by heavy meleeing them while they're still in the ladder climbing animation. If the sword bonus is up, only pyros, bombers and Phantoms could survive the head chopping, but the pyros will stagger and be killed by any follow-up. Anything that can climb ladders is vulnerable to the head-chop (except bombers and swarms, who have to use ladders for some reason, despite being able to fly *shrug*.) Seriously, by the time you SS one trooper across the map, I will shoot him with my Sniper, and his buddy next to him and I will already be working on the next one. This sounds like another example of guessing how the build plays without having the experience of actually playing it. Of course if you directly compare sniping at max range to Shadow Striking at max range with no other variables you can paint an extreme comparison, but anyone who has actually played the game knows it doesn't work like that. There are many burst-DPS situations that favour the duration/bonus Shadows, but extreme ranges are obviously not among them. No one is bothering to tell me that my Krogan Warlord can't kill quickly, but he sucks at extreme range, as well. Whereas my Krogan has to run to the enemy, my Shadow can teleport there. I play and love both - Shadow Strike crosses the map faster than running. And what if you draw Rio or Hydra or any other large map? With Piranha SS build, you have no range, almost as playing with a Reegar. I solve this problem by using the Paladin. But related to my point above, my Warlord does just fine and Shadow Strike crosses Rio faster than a Warlord does. Just a final reminder that I'm not claiming the power-melee build is a better way to play, just that I find it more fun. It is challenging, and I burn a lot of OPS packs, but it is very satisfying and effective. While there is an "upper limit" to what can be achieved as far as killing speed, my experience bears that it is only relevant in two specific ways - in groups with friends/BSNers, certain weapon/kit combinations in skilled hands will consistently be able to score higher (and this does not concern me) and in PuGs, the same phenomenon will apply to a lesser extent (which again does not concern me.) There is definitely no lack of "versatility" in my power/melee Shadow. In my experience, the only kit that has as much diversity when I play it is the Paladin.
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