Post by KrrKs on Feb 24, 2019 17:00:24 GMT
I haven't seen anything like this for SP yet, so here:
Some numbers regarding the Combo damages and other stats, primarily for Sp v1.10.
Though the first thing I should probably do, is point to the MP threads, which hold further data and explanations:
Here Comes the Boom - a Combo Primer (includes a great explanation for how combos work in ME:A), New and Improved Combo Tables (updated information for v1.07+)
Even though it is MP based, the mechanics are still the same, and the MP specific numbers don't seem to have changed since v1.07.
Anyway, lets start with the basics again: Each combo type has a certain base damage, which only depends on the difficulty level. Nothing else plays a role here.
The actual combo damage done is this base damage value modified by the applicable bonuses from the detonator skill, passive skills, profiles, and equipped augments or mods.
On top of that certain combos have a bonus against certain defence types.
Here I would usually copy the formula from the aforementioned threads, but I try to stick to how and where the game files reference certain bonuses. I also neglect the debuff modifiers, as those have not much to do with the actual combo damage.
ComboExplosionDamage = BaseDamage * DetonatorMultiplier * ExplosionTypeMultiplier * DefenceMultiplier
DetonatorMultiplier = DetonatorBaseValue * ( ComboDetonatorTypeModifier + DetonatorSkillModifier )
ExplosionMultiplier = 1 + ComboTypeDamageBonus + GenericComboDamageBonus
DefenceMultiplier = 1.5 for fire or cryo explosions against armour; 2.5 for tech bursts against shields, and 1 otherwise.
- DetonatorBaseValue = 0.5 for Shockwave and 1 for everything else
- ComboDetonatorTypeModifier is the detonator skill-type dependent detonator bonus from e.g., Offensive Biotics 3, Offensive Tech 3, or Combat Tools 3.
- DetonatorSkillModifier = e.g., the 30% bonus from Throw 6 - Swift Detonation
- ComboTypeDamageBonus is unused / nothing in the game sets this type of bonus
- GenericComboDamageBonus is the bonus applied by the engineer or sentinel profiles as well as the Reaction Optimizer Augment.
Number for the Combo BaseDamages follow:
|Difficulty level||Fire Explosion||Cryo Explosion||Tech Burst||Biotic Explosion|
All combos have a base radius of 5 meters. This radius also receives an ExplosionMultiplier, similar to above, but instead of type and generic -damage bonuses, radius bonuses are applied.
The ComboTypeRadiusBonus is affected by the Adept profile, while the GenericComboRadiusBonus is affected by the Reaction Displacer augment.
Also: Combo explosions (like many others) are not spherical but actually cylindrical.
All combo explosions remove the original priming status effect (including any and all debuffs or DoTs associated with it!) and instead place a blocker for explosions of their type onto the target. This blocker lasts for 4 seconds.
Fire and Electric Explosions also set their own explosion-DoT to their affected targets or in their explosion area, respectively. These DoTs last 8 seconds and receive the same ComboTypeDamageBonus (still unused), and DefenceMultiplier the originating explosions had.
Slightly related to the Cryo Combo is the FrozenShatterExplosion, that occurs when a frozen target is killed.
This shatter explosion has a base radius of 3 m.
|Difficutly||ShatterExplosion Base Damage|
As soon as CryoBeam 6 - SnapFreeze is taken, the radius of this explosion is increased to 4.5 m. It then also receives a 200%(!) damage bonus and instantly freezes and primes unshielded enemies.