TheAntiSocialFatMan
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: TheGrandHunter
Posts: 81 Likes: 62
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TheAntiSocialFatMan
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August 2017
spiritwarden
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
TheGrandHunter
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Post by TheAntiSocialFatMan on Sept 19, 2021 3:42:45 GMT
A thought popped into my head and couldn't find an answer on google. But generally speaking in ME:L which is better, Ammo or Powers? At least in ME2 the Ammo powers seem better on paper, Heavy Disruptor Ammo seems to be capable of the same, yet even more than what Heavy Overload can do, not even factoring in a weapon's own damage multipliers or an Infiltrator's Cloak, headshots etc. (apart from not being technically infinite, although I hear MEL increased ammo drop rates and how much you get per thermal clip too so maybe that's a non-issue now). It gets more confusing in ME3 for me however because I'm unclear on each weapons exact stats. So I'm very interested on people's thoughts and see if there's a consensus on this. P.S I'm also wondering if in ME3 there's any kind of definative 'meta' builds on the different ammo powers?
P.P.S For ME2/3 which ammo's are considered top of the pecking order?
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Post by RedCaesar97 on Sept 19, 2021 18:28:28 GMT
A thought popped into my head and couldn't find an answer on google. But generally speaking in ME:L which is better, Ammo or Powers? At least in ME2 the Ammo powers seem better on paper, Heavy Disruptor Ammo seems to be capable of the same, yet even more than what Heavy Overload can do, not even factoring in a weapon's own damage multipliers or an Infiltrator's Cloak, headshots etc. (apart from not being technically infinite, although I hear MEL increased ammo drop rates and how much you get per thermal clip too so maybe that's a non-issue now). It gets more confusing in ME3 for me however because I'm unclear on each weapons exact stats. So I'm very interested on people's thoughts and see if there's a consensus on this. P.S I'm also wondering if in ME3 there's any kind of definative 'meta' builds on the different ammo powers? P.P.S For ME2/3 which ammo's are considered top of the pecking order? Ammo power damage in ME2 and ME3 are based on the BASE weapon damage (not total weapon damage). So if a weapon does 10 damage per shot, then an ammo power that deals +50% damage to a certain protection type (armor/barrier/shields), will deal 5 damage to that protection type. Generally speaking, the three class-only ammo powers -- Incendiary Ammo, Disruptor Ammo, and Cryo Ammo -- are considered the best ammo powers since they have crowd-control properties. Incendiary Ammo can panic organics, Disruptor Ammo can overheat weapons and/or stun certain enemies, and Cryo Ammo can freeze unprotected (health-only) enemies. Powers versus Ammo powers: this depends on what you want to do, what weapon(s) you have or whatever. Overload can strip shields completely or at least deal massive damage to shields. Ammo power damage is dependent on the weapon damage, which means it really tends to only matter on certain weapons, typically the one-shot sniper rifles Mantis and Widow. Since weapons in ME2 gain damage multipliers against certain protection types -- and these damage multipliers take into account damage bonuses and distance modifiers -- ammo power damage is not nearly as impactful in the total damage dealt to an enemy. In Mass Effect 3, Incendiary Ammo is generally the best ammo power since rank 6 Explosive Burst evolution gives each bullet a 50% chance to deal guaranteed damage (base 100 damage; may be 50 damage if squad bonus from James. Can be increased through passive power damage bonuses from class passive). Disruptor can stun unprotected enemies, but is generally only used for sniper Soldier or Infiltrator builds. Cryo Ammo can chill or freeze enemies, but its usefulness depends on the build. In ME2: - Cryo Ammo is generally evolved to Squad Cryo Ammo. Ignore it if you plan on using other powers. - Disruptor Ammo is generally evolved to Heavy Disruptor Ammo on Mantis/Widow Infiltrators (with Squad Cryo for squadmates), otherwise Squad Disruptor Ammo. - incendiary Ammo is generally evolved to Inferno ammo on Shepard, Squad Incendiary Ammo on squadmates. In ME3: - Incendiary Ammo is generally evolved to Squad Bonus - Headshot Damage - Explosive Burst so squadmates can get some extra actual damage from shooting and to set enemies on fire. - Disruptor Ammo is generally evolved to Damage - Headshot - Damage since you only really use it for sniper builds. - Cryo Ammo is generally evolved to Squad Bonus - Damage taken - Vulnerability. For ME2, there used to be a weapon chart on GameFAQS that is no longer there. I did manage to find this information on another website: M-8 Avenger Base Damage - 10.8 +25% vs Armor +25% vs Shields +25% vs Barriers
M-15 Vindicator Base Damage - 36.8 +25% vs Armor +25% vs Shields +25% vs Barriers
M-76 Revenant Base Damage - 21.3 +40% vs Armor +20% vs Shields +20% vs Barriers
M-96 Mattock Base Damage - 50.4 +30% vs Armor +20% vs Shields +20% vs Barriers
Geth Pulse Rifle Base Damage - 10.8 +15% vs Armor +35% vs Shields +35% vs Barriers
Collector Assault Rifle Base Damage - 17.4 +25% vs Armor +25% vs Shields +25% vs Barriers
M-3 Predator Base Damage - 37.2 +50% vs Armor
M-6 Carnifex Base Damage - 85.4 +50% vs Armor
M-5 Phalanx Base Damage - 109.8 +50% vs Armor
M-23 Katana Base Damage - 27.5 (x8) +50% vs Shields +50% vs Barriers
M-27 Scimitar Base Damage - 20.3 (x8) +50% vs Shields +50% vs Barriers
M-300 Claymore Base Damage - 50.1 (x8) +25% vs Armor +25% vs Shields +25% vs Barriers
M-22 Eviscerator Base Damage - 36.8 (x8) +25% vs Armor +25% vs Shields +25% vs Barriers
Geth Plasma Shotgun Base Damage - 156.50-347.77/250.4-556.43 Base Damage - 156.50-347.77 (x1.6) +50% vs Shields +50% vs Barriers
M-92 Mantis Base Damage - 263.1 +50% vs Armor
M-97 Viper Base Damage - 81.9 +35% vs Armor +15% vs Shields +15% vs Barriers
M-98 Widow Base Damage - 368.3 +50% vs Armor
M-29 Incisor Base Damage - 53.6 +25% vs Armor +25% vs Shields +25% vs Barriers
M-4 Shuriken Base Damage - 20.5 +50% vs Shields +50% vs Barriers
M-9 Tempest Base Damage - 14 +50% vs Shields +50% vs Barriers
M-12 Locust Base Damage - 25 +25% vs Armor +25% vs Shields +25% vs Barriers
M-100 Grenade Launcher Base Damage - 500 +25% vs Armor +25% vs Shields
ML-77 Missile Launcher Base Damage - 350 +25% vs Armor +25% vs Shields
M-622 Avalanche Base Damage - 50 +700% vs Armor +700% vs Shields
M-920 Cain Base Damage - 10,000
Collector Particle Beam Base Damage - 20 +50% vs Armor +50% vs Shields
M-451 Firestorm Base Damage - 15 +35% vs Armor +15% vs Shields
M-490 Blackstorm Base Damage - 500 +200% vs Armor +200% vs Shields
Arc Projector Base Damage - 400
NOTE: Heavy Weapons do not use ammo powers. Protection damage bonuses listed are the base damage bonuses. Each weapon type (excluding heavy weapons) have a research upgrade that gives additional damage versus certain defenses: - Assault Rifles can get an additional +25% versus all protection types - SMGs and Shotguns can get an additional +50% versus shields and barriers - Pistols and Sniper Rifles can get an additional +50% versus armor In Mass Effect 3, weapons in single player should have the multiplayer weapon stats now. (Note that Falcon has its original rate of fire restored in the Legendary Edition). That information should be available somewhere, either linked somewhere in the multiplayer forum or somewhere else online. If you have further questions or if you think I failed to answer your questions, please let the forum know and we will try to answer as best we can.
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TheAntiSocialFatMan
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
Origin: TheGrandHunter
Posts: 81 Likes: 62
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TheAntiSocialFatMan
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August 2017
spiritwarden
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Neverwinter Nights, Jade Empire, Mass Effect Andromeda
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Post by TheAntiSocialFatMan on Sept 20, 2021 0:53:11 GMT
In Mass Effect 3, weapons in single player should have the multiplayer weapon stats now. (Note that Falcon has its original rate of fire restored in the Legendary Edition). That information should be available somewhere, either linked somewhere in the multiplayer forum or somewhere else online. So does that mean all the weapons are now stronger than they used to be in the original ME3-SP? I haven't gotten ME:L yet but I was planning on finally doing a Tech based playthrough since I was always a Biotic in the OT. I was going to go with an Engineer or Infiltrator using a Shotgun+SMG combo (Since I'm not the best Sniper but I love Invisibility). I was learning towards Engineer since Tech Combos in 3 looked fierce and the Drone seems like quite the little buddy in 2 and 3 (plus I like the idea of Shepard being an actual tech nerd). But when I saw in Infiltrator kinda had Overload and Cryo Blast in Ammo form I thought maybe it wouldn't matter and on paper it seemed like the ammo might actually be stronger.
But from what I gather, you're saying the powers are stronger than the ammo version? And besides Tactical Cloak, if I'm gonna be using Shotguns anyway and Ammo Powers as a 'replacement' for Overload etc. then I'd be better off just actually playing as an Engineer and using Overload.
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Post by RedCaesar97 on Sept 20, 2021 17:22:13 GMT
In Mass Effect 3, weapons in single player should have the multiplayer weapon stats now. (Note that Falcon has its original rate of fire restored in the Legendary Edition). That information should be available somewhere, either linked somewhere in the multiplayer forum or somewhere else online. So does that mean all the weapons are now stronger than they used to be in the original ME3-SP? I haven't gotten ME:L yet but I was planning on finally doing a Tech based playthrough since I was always a Biotic in the OT. I was going to go with an Engineer or Infiltrator using a Shotgun+SMG combo (Since I'm not the best Sniper but I love Invisibility). I was learning towards Engineer since Tech Combos in 3 looked fierce and the Drone seems like quite the little buddy in 2 and 3 (plus I like the idea of Shepard being an actual tech nerd). But when I saw in Infiltrator kinda had Overload and Cryo Blast in Ammo form I thought maybe it wouldn't matter and on paper it seemed like the ammo might actually be stronger.
But from what I gather, you're saying the powers are stronger than the ammo version? And besides Tactical Cloak, if I'm gonna be using Shotguns anyway and Ammo Powers as a 'replacement' for Overload etc. then I'd be better off just actually playing as an Engineer and using Overload.
In the Legendary Edition, all weapons in single player should have the balance changes made in the multiplayer. (Note that this was the case in the final ME3 patch.) I have not looked at the code or anything and I have not seen anything that would indicate otherwise. Not sure what you mean by "stronger". It all depends on what you want to do. Intended playstyle matters. For example, some shotguns + Disruptor Ammo could outright kill a shielded enemy in ME3 whereas Overload will not, but Sabotage > Overload power combo will kill multiple enemies if they are close together. Overload will strip all shields off an enemy, while Disruptor Ammo + SMG will take several shots (several seconds?) to do the same. In terms of damage, Overload damage (or Incinerate damage) is based off base damage + sum of power damage bonuses from various sources. Ammo power damage is dependent on the weapon damage which varies per weapon. If you are trying to figure out the most efficient or quickest way to kill based on powers and/or weapons, that is going to depend on weapons and powers used, including squadmates. A lot of variables to consider. The thing that matters the most: is it fun? I would say experiment. Try a few classes, try different builds and guns and see what you find fun. Because if it is fun, it stops mattering how 'powerful' something might be compared to something else. I have had some fun playing less than ideal/standard/efficient builds because they were crazy unique. And I have had some fun playing some of the more standard/ideal builds as well. ME2 and ME3 are flexible enough that you can get some variety out of each class to make them feel different each playthrough. For example in ME3, I played a sniper infiltrator (Distruptor Ammo + Cloak + Fortification + Javelin sniper rifle), but also a power-based Infiltrator (Cryo Ammo + Sabotage + Incinerate + Energy Drain + Scorpion pistol/Saber assault rifle), and also a CQC shotgun Infiltrator (Cryo Ammo + Cloak + Sabotage + Proximity Mine + Claymore shotgun). It all depends on what you want to focus on using and what you want to ignore. ME2, same kind of thing. Choice of bonus power and also bonus weapon (chosen partway through the game) can really influence how you play a class. A shotgun infiltrator is going to play differently than a (Widow) sniper infiltrator.
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Post by Deleted on Oct 11, 2022 1:58:28 GMT
Old-ish post, but some perspective from someone who's gotten more into the gameplay recently: As pointed out above, there are a lot of different factors to consider. Personally, I prefer Cryo Ammo to Cryo Blast and Overload to Disruptor Ammo. Cryo Ammo is my favorite ammo power, and it makes a playthrough centered around freezing and slowing enemies more viable, especially with the squad evolution; Cryo Blast is more of a plan B for when I'm backed into a corner, or a way of preemptively singling out an enemy I've yet to fight -- unless I'm not pressed at all and am just using it flippantly, which is fun too. The Sentinel's heavy melee on a frozen enemy is immensely satisfying.
I have seen some builds (one just now, actually, looking on here) that are centered around Cryo Blast. The video I saw was in ME2 ( RedCaesar97 !) This seems like it would be harder to pull of in 3, especially with the way I've been playing (minimal, sometimes no points in fitness or mastery and minimal weapon upgrades,) but still possible if played carefully and/or with more points in those areas. I prefer Cryo as a compliment to other powers at the end of the day. Disruptor Ammo is nice, but Overload has a lot more to offer on its own: It can strip most shields outright, and with certain evolutions it can cause some pretty destructive chain reactions, on top of stunning multiple enemies at a time. Whether I prefer Incinerate or Incendiary Ammo depends on my mood. They both feel kind of pedestrian to me (boring, not bad; as many have pointed out on here, Incendiary Ammo is the best ammo power in quite a few ways. Incinerate is a pretty solid ability, too.) In theory, if you're looking to prime/detonate combos, go for Incinerate, and if you're going to be tearing through enemies more than triggering combos, go with Incendiary Ammo. But Vanguard and Soldier have abilities that can trigger combos with Incendiary ammo, anyway, so it really depends on whether you're centering your character around gunplay and whether you care about there being a latency effect with priming. Which squadmates you pick also factors into this. Cryo ammo could use a buff in the form of an AOE radius effect on impact to freeze groups/combining with explosive rounds. Similar to what is cryo freeze already can be upgraded to do but with a smaller radius. It does prime for some power combo detonations but its just not as long as incendiary rounds primes for and the armor weakening is just not as good as warp rounds in my experience. I am talking from an ME3MP perspective. Would like to see Toxic/Acid/Radioactive rounds make a comeback from their debut in ME1 in the future. Would make a good middle ground between warp rounds and Incendiary combining a weaker but longer DOT debuff and lower armor weakening than cryo but it can spread to other units that walk near them in a radius. Only electrical or biotic powers would proc a detonation from it.
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Post by numark on Oct 20, 2022 21:47:57 GMT
In the Legendary Edition, all weapons in single player should have the balance changes made in the multiplayer. (Note that this was the case in the final ME3 patch.) I have not looked at the code or anything and I have not seen anything that would indicate otherwise. Regarding this, I know the M-37 Falcon's Rate-of-Fire got changed to it's single-player rate, while everything else should be using the Multiplayer stats, however I noticed now with the following guns that some stats about them also remain in their single-player state which makes me wonder which ME3 balance patch the LE is really using: 1) N7 Eagle's clip size at level 1 is 18 (should be 24 if using the MP balance patch) 2) M-25 Hornet's reserve capacity size at level 1 is 144 (should be 168 if using the MP balance patch) These are just the few that struck me, I don't know how to access the actual game data. Currently using this for weapon data, if this is out of date I apologize but it's the only thing I could find; docs.google.com/spreadsheets/u/0/d/1U8T5SZxl9sncgkcIGQVuNI1BHwKyPEkqfAOwOXRXD38/htmlembed?widget=false#
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Post by RedCaesar97 on Oct 23, 2022 12:15:49 GMT
In the Legendary Edition, all weapons in single player should have the balance changes made in the multiplayer. (Note that this was the case in the final ME3 patch.) I have not looked at the code or anything and I have not seen anything that would indicate otherwise. Regarding this, I know the M-37 Falcon's Rate-of-Fire got changed to it's single-player rate, while everything else should be using the Multiplayer stats, however I noticed now with the following guns that some stats about them also remain in their single-player state which makes me wonder which ME3 balance patch the LE is really using: 1) N7 Eagle's clip size at level 1 is 18 (should be 24 if using the MP balance patch) 2) M-25 Hornet's reserve capacity size at level 1 is 144 (should be 168 if using the MP balance patch) These are just the few that struck me, I don't know how to access the actual game data. Currently using this for weapon data, if this is out of date I apologize but it's the only thing I could find; docs.google.com/spreadsheets/u/0/d/1U8T5SZxl9sncgkcIGQVuNI1BHwKyPEkqfAOwOXRXD38/htmlembed?widget=false#I have not looked in the code myself and I really do not know how. I do not think I can actually help you in this regard. Here's hoping someone else knows how and decides to look into it. At best, I could maybe do an eyeball test on a bunch of guns to see, but that is about it. Not sure when I would get around to it. I am currently burying myself in some other games, but I could maybe find some time this week to maybe test a few things out.
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