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Post by robsonwt on Dec 28, 2017 11:09:09 GMT
Hi,
I'm playing my first play-through in Mass Effect Andromeda with a Mr. Freeze / Iceman Engineer build. I'm using Cryo Ammo consumable, but I'm having difficulty to prime with my guns. I've tried both rapid fire and slow fire weapons to see if it makes a difference, but didn't see good results in either configuration. I'm at level 10.
- The priming chance is still related to fire rate like it was on ME3?
- The priming chance of MEA is way too low compared to ME2 and 3?
- I know there's an evolution on Auxiliary System passive powers that increase priming rate. Maybe the priming is indeed to low for default and the only way to increase it is using this passive evolution?
Thanks for your attention,
Regards.
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KrrKs
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Origin: KrrKs
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Post by KrrKs on Dec 29, 2017 19:32:31 GMT
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Post by robsonwt on Dec 30, 2017 2:18:06 GMT
Thanks for your info. I'm testing the PAW assault rifle and the priming is very bad, even with the tech passive evolution. I'm going to test the Falcon to see if it's better. Thanks. ---- Later on ----- Actually with a maximum of 10 bullets to prime a target, the highest the rate of fire, the better. With a huge rate of fire weapon you could hit 10 bullets with less time and still get a priming. The Hurricane with 900 Rounds per minute, you could prime a target in 0.67 seconds. I've tested with the Falcon and the tech passive evolution and I could only get primings with 2 hits minimum. With the PAW rifle you need to keep your beam for a while, but it gets primed fast (1s). The problem is that I was testing on weaker bugs on Eos. Even in Insanity, sometimes they died before getting primed. Which are the other evolutions to increase priming rate? I've only discover that Auxiliary System passive evolution. Thanks again for your info.
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KrrKs
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
Origin: KrrKs
Posts: 781 Likes: 2,233
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Post by KrrKs on Dec 30, 2017 14:39:56 GMT
In addition to the aux-systems passive, there is a combat-fitness passive (rank4) which 'improves the effectiveness of all consumables' by 30%. (-this includes ammo!) These 30% are added flatto the total priming strength (at least I think so) and also increase the effect duration.
There are also certain weapon augmentations, which increase damage when using a specific consumable (for cryo ammo, they increase the frozen duration instead)
Hm, I thought there was a third way to increase the priming strength, but I guess I was confused about the augmentation effects.
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Post by robsonwt on Dec 31, 2017 23:31:28 GMT
In addition to the aux-systems passive, there is a combat-fitness passive (rank4) which 'improves the effectiveness of all consumables' by 30%. (-this includes ammo!) These 30% are added flatto the total priming strength (at least I think so) and also increase the effect duration. There are also certain weapon augmentations, which increase damage when using a specific consumable (for cryo ammo, they increase the frozen duration instead) Hm, I thought there was a third way to increase the priming strength, but I guess I was confused about the augmentation effects. Do you know if these priming improvements happen after the minimum of 2 rounds and the maximum of 10 rounds? If they happen before, They're not very useful because for low weapons you would have to shoot at least 2 shots and for ultra fast weapons, the improvements wouldn't do anything because even with them you would still have the max of 10 rounds to prime.
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KrrKs
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
Origin: KrrKs
Posts: 781 Likes: 2,233
inherit
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Nov 23, 2024 18:50:14 GMT
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krrks
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
KrrKs
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Post by KrrKs on Jan 1, 2018 17:14:59 GMT
If I understand it correctly (which is not necessarily true, and much less today), the consumables take the result of the RoF function and multiply that by the (summed?!) bonuses of both passives.
So if both passives are taken, the final priming strength should be 230% of the one without any bonus; requiring only ~0.43 times the number of hits to be primed.
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