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Post by neocodex and 23 others on Feb 14, 2017 14:20:05 GMT
So I like to use Destroyer with Typhoon and a backup weapon like a Crusader. Both guns have AP mods, what's the best type of ammo mod to consider, so you can put out decent dps against all types of enemies? I think it used to be warp ammo for barrier damage bonus and armor weakening, tough I like to pick incendiary but I don't think it's that good. Or is it worth considering removing the AP barrel for a flat 25% damage barrel and putting on AP ammo? And what would be the best choice against geth or just shielded enemies in this case - say if you can't do any tech bursts. edit: we got the answer and it's warp IV
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Post by Voluptuous Volus on Feb 14, 2017 14:36:56 GMT
Just slap Drill ammo and mow them down trough walls. Remove the piercing mod though if you use AP or Drill as it reduces damage when banging cover.
As for raw damage - AP IV is the best. Double and triple hits for everybody.
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Post by DistigousForest on Feb 14, 2017 14:39:12 GMT
Just slap Drill ammo and mow them down trough walls. Remove the piercing mod though if you use AP or Drill as it reduces damage when banging cover. Typhoon and Crusader have built in piercing so no damage loss with those two.
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Post by Voluptuous Volus on Feb 14, 2017 14:41:19 GMT
Just slap Drill ammo and mow them down trough walls. Remove the piercing mod though if you use AP or Drill as it reduces damage when banging cover. Typhoon and Crusader have built in piercing so no damage loss with those two. No damage loss at all or no damage loss for the amount of built-in piecing? I don't remember
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Post by DistigousForest on Feb 14, 2017 14:44:25 GMT
Typhoon and Crusader have built in piercing so no damage loss with those two. No damage loss at all or no damage loss for the amount of built-in piecing? I don't remember AFAIK if the weapon has built in piercing you can throw on the piercing mods and ammo and won't lose the damage like you normally would when you shoot through cover.
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Post by DistigousForest on Feb 14, 2017 15:29:03 GMT
On the Destroyer I like the Typhoon and the Scorpion/Venom and I'd run it with the damage barrel with APIV or Drill if the Typhoon is your main (that'll give you the most damage per shot), otherwise I'd use Incendiary if the Venom is the main.
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Post by budhalen on Feb 14, 2017 15:48:32 GMT
But regardless if a weapon has built in penetration (Crusader, Executioner, Typhoon, Javelin, etc) OR if the weapon has built in damage boosts vs armor (Typhoon, CSMG, etc), the 50-pt armor damage reduction per round still has to be overcome in order to be mitigated, correct? I didn't think the weapons like the Typhoon or Crusader did anything to overcome that 50-pt hit.
Is the risk simply exceeding 100% armor mitigation when combining weapon and ammo mods (which doesn't flake out when combining just weapon-based piercing mods in excess of 100% armor mitigation)?
Or is it more complicated that that? As DV alluded to, is it more a function of the weapon-mod penetration penalty when firing through obstacles (e.g. 30% reduction in damage for the SG HVB)...going haywire when combined with armor mitigation ammo mods?
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Post by DistigousForest on Feb 14, 2017 16:44:07 GMT
But regardless if a weapon has built in penetration (Crusader, Executioner, Typhoon, Javelin, etc) OR if the weapon has built in damage boosts vs armor (Typhoon, CSMG, etc), the 50-pt armor damage reduction per round still has to be overcome in order to be mitigated, correct? I didn't think the weapons like the Typhoon or Crusader did anything to overcome that 50-pt hit. Yes you still need to account for the 50 point damage penalty to armor, not such a huge deal with Crusader or any Sniper Rifle/Executioner Pistol since they already do a ton of damage, APIV reduces the penalty by 90% so you're penalty is 5 damage to armor. Drill III reduce the affect by 40% so your penalty is more (30 damage), but you trade that for 2.5m of piercing, plus whatever innate penetration the gun has, plust mods. I think it's possible, with Javelin both AP mods and Drill III, to shoot through entire maps like Rio with enough penetration. You shouldn't be able to exceed 100% (afaik) and to my knowledge it works like this (it's how it should work too): Take the ARs for example, HVB ignores 90% armor so your penalty is now 5. If you add the piercing mod, which ignores 65% your damage penaly is now 3. Add in AP/Drill rounds and you get 0 penalty, diminishing returns. Now it's possible BioWare was like "We're just gonna add this shit up and if it goes over 100% there's just no penalty." With normal, non-innate penetrating, weapons if you shoot through an object (cover and maybe even enemies) you lose X% of your total damage, this isn't the case with AP and Drill rounds. With those rounds you can shoot through an object with no damage loss as long as you don't have a HVB or Piercing mod equipped. If you equip those with AP/Drill you lose the damage %, but gain more penetration so what's more important to you? However, there's those awesome weapons with innate piercing (Crusader, Typhoon, Widow, Black Widow, Jav, Executioner) and for whatever reason (I didn't play at launch I started 2 maybe 3 years ago so I don't know all the details) when you equip piercing mods there's no damage loss when shooting through cover. There must be some interaction with the innate penetration that overrides the damage penalties.
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Post by The Biotic Trebuchet on Feb 14, 2017 17:35:40 GMT
BlackWidow with AP rounds IV, oh boi...
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Post by nucleartech76 on Feb 14, 2017 19:00:33 GMT
AP IV rounds with damage barrel is the answer. You give up so much to armor mitigation unless you're using an extremely high damage per shot weapon. Not to mention the double and triple hits you can get versus phantoms, ravagers, banshees, praetorians, atlases, scions. And double hits versus basic troopers and enemies.
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Post by crashsuit on Feb 14, 2017 19:46:22 GMT
I thought guns with innate AP ignored armor DR?
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Post by Sentinel2010 on Feb 14, 2017 20:07:54 GMT
I thought guns with innate AP ignored armor DR? No, that's projectile weapons (except Krysae). Armor damage migitation applies to all hitscan weapons. Some of them have bonus against armor and some other have high damage-per-shot so they don't give a fxxk, of course.
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Post by budhalen on Feb 14, 2017 20:45:13 GMT
I thought guns with innate AP ignored armor DR? No, that's projectile weapons (except Krysae). Armor damage migitation applies to all hitscan weapons. Some of them have bonus against armor and some other have high damage-per-shot so they don't give a fxxk, of course. But the innate AP weapons do ignore penetration penalties. Well I guess they don't ignore...more like they just don't have a penetration damage reduction penalty like the weapon mods (HVB, etc).
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Post by Deleted on Feb 14, 2017 20:45:26 GMT
AP IV rounds with damage barrel is the answer. You give up so much to armor mitigation unless you're using an extremely high damage per shot weapon. Not to mention the double and triple hits you can get versus phantoms, ravagers, banshees, praetorians, atlases, scions. And double hits versus basic troopers and enemies. I thought guns with innate AP ignored armor DR? No, that's projectile weapons (except Krysae). Armor damage migitation applies to all hitscan weapons. Some of them have bonus against armor and some other have high damage-per-shot so they don't give a fxxk, of course. This and this. Magazine upgrade + extended barrel on the Typhoon, spare thermal clip + high caliber barrel on the Crusader, AP 4 rounds.
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Post by budhalen on Feb 14, 2017 20:52:20 GMT
Not that OP should rely on it using a Destroyer, but isn't the highest ammo damage technically Warp IV vs a biotically primed target?
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Post by DistigousForest on Feb 14, 2017 21:27:27 GMT
Here's some quick info on piercing/penetration: Cyonan Test
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Post by crashsuit on Feb 14, 2017 21:36:48 GMT
I see my error now - I've been lazily misinterpreting this part in regards to guns with innate piercing and enemy armor DR.
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Post by Voluptuous Volus on Feb 14, 2017 21:49:20 GMT
Not that OP should rely on it using a Destroyer, but isn't the highest ammo damage technically Warp IV vs a biotically primed target? On paper - YES. In practice - AP IV with its multi-hits will outdo Warp IV. But of course, if we are talking about priming, then Incendiary IV with certain primers will blow away the competition
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Post by nucleartech76 on Feb 14, 2017 22:58:10 GMT
Not that OP should rely on it using a Destroyer, but isn't the highest ammo damage technically Warp IV vs a biotically primed target? Nope. Reegar incendiary is going to eat most anything primed with warp. Then it becomes more target specific BC of multi hits.
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Post by Mobius Y on Feb 14, 2017 23:19:49 GMT
Seriously? How has nobody told OP it's Explosive Ammo yet? @op, by the way it's Explosive Ammo. Really tears 'em up.
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Post by capn233 on Feb 15, 2017 2:12:12 GMT
I prefer AP on it.
Typhoon actually has fairly low base damage at only 55.5 at level X. It does decent damage because of your hot multiplier and also the defense multipliers. Enemy armor damage reduction is applied "before" the resistance multiplier, which means that you leave nontrivial damage on the table when you don't give it a lot of armor piercing or armor weakening (or only shoot at debuffed / sundered targets). Hence, I do not like Drill on the Typhoon all that much.
Warp is ok I suppose, but using it means I need to choose between .25 additive bonus to everything or nice cover penetration length since magazine is non-negotiable.
Phasic is somewhat amusing against various geth (and other humanoid) shielded foot-soldiers, but isn't very good against armor.
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Post by clips7 on Feb 15, 2017 6:04:46 GMT
Interesting bit about the AP Mods...I avoided them on my Destroyer/Typhoon setup, especially when I saw the reduced damage percentage. I usually just throw AP ammo with the 25% damage barrel and let her rip. My sidearm is a scorpion to mainly deal with Phantoms and Dragoons.
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Post by Terminator Force on Feb 15, 2017 6:07:53 GMT
My guess is unless you're Incindiary glitching, APIV. I guess you could make a claim for WarpIV, depending on weapon and how often enemies are primed.
For weapons like Javelin & Widow, always Phasic.
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Post by neocodex and 23 others on Feb 15, 2017 7:59:14 GMT
I'm just looking at this rifle mod and thinking: It already has 90% penetration. Do I really want even more damage against armor? Hm, yeah, most toughest enemies are one big armor bulk, so maybe I do. But the question was what's the best mod for raw, average damage against everything. So with this mod, wouldn't applying incindiary do similiar damage to armor + you do more damage to other stuff, and you also tech prime them? Or is maybe 25% damage barrel + AP ammo better? What I'm technically asking here is, is 25% base damage barrel + AP ammo stronger buff against shields, barriers and bare hp than incindiary ammo + AP barrel? It's kind of amusing that after so many years this is still being discussed But I'm asking this also for modding reasons, as some mods can swap enemy stats around for more shields and barriers than armor, with faster recharging shields, so pure armor damage isn't always the best answer. I am not too worried if I'll be doing slightly less damage against armor (but I don't think it should be a big difference) since almost everybody is using AP rounds anyway, I want to fire support in other means as well. Unless not taking AP barrel+AP ammo would really diminish your armor damage to nothing, but I don't think it should. I'm thinking maybe damage barrel + AP ammo might just be a best choice overall.
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Post by neocodex and 23 others on Feb 15, 2017 8:25:57 GMT
ok, I dug up this post from numerical tests, some surprising stuff! bsn.boards.net/thread/1800/numerical-tests-thread-corlists-consumableStatistics Concluding the weirdest things: - AP ammo does +50% damage to health as well; - He must have forgotten to mention that warp only does bonus damage if target was primed? - Incindiary works against health and armor only! No extra damage against shields and barriers, doesn't seem so good now anymore. - Disruptor does +100% damage vs shields and barriers and +25% vs health. This seems pretty strong actually. Ingame it only says +25% damage but that's against health. On tests it did +100% vs shields and barriers. I'm thinking AP barrel + disruptor ammo could be an actual legitimate option. With this setup you have a very strong all-around defenses bypass, doing high damage to everything you shoot at. And might probably be the best choice if you're running modded enemies with buffed shields and barriers. You lose +50% extra damage against armor, altough you keep the 90% penetration but you just melt everything else + potential tech bursts.
This might be not true, he states +100% damage in the premise but below in the tests there is this part: Can someone confirm this? Keeping this part: It would be a pretty solid choice to complement your team picks with disruptor ammo (note: IF it really does bonus damage against shields/barriers) if they're running mostly AP stuff, unless they're going for biotic combos. I'd consider warp in this case, but considering from the tests warp has no effect against shields, even if primed. Just as incindiary has no effect against shields and barriers - worth remembering.
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