Zerfidius
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Post by Zerfidius on May 8, 2017 16:03:34 GMT
I've been of the firm belief that the Vanquisher was S-tier by pure accident. Even after the headshot mod fuckup was fixed. No doubt. I haven't used it that much -- mostly on low level kits to so I could punch up a difficulty level. But yesterday I ran it on my turian soldier with all the mag bonuses and holy fuck that was crazy. ... Example: 3 enemies in Singularity = 3 prime + SW = 3 detonations taken by each enemy (because of their close proximity and b/c you took the combo radious evo, right?) & all 3 are primed for another detonation each. Imagine that you have additional HuAdept with Lifting SW, then you to can throw down 6 combo explosions on each enemy trapped in the Singularity in fractions of a second, some of which might hit weakpoints. I've seen the lesser version of this fucking trivialize Berzerkers (1 HuAdept+ Asari Adept). Talk about pinch-point control!!! Rolling a team of HuSent, ultra-specced for combos = easy mode on Gold? My takeway from this is that it takes 6 explosions to kill a bunch of raiders.
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Post by huntedhunt on May 8, 2017 16:09:40 GMT
Charge with area spec only seems to detonate 2 combos at most for me - Unsure if limit or just smaller AoE than most. I usually notice after charging a primed destroyer (Only one turret will boom in addition to body, but shockwave will reliably get 4+ explosions). Does anyone know the significance of force in this game? Ragdoll cutoff level, or anything? I think ME3, the target for powers was 1000 force, because that was min to stun armored chars? Various anecdotal related to force if it helps anyone for things to test: Mooks ragdoll easily if vaulting cover when hit - Either guaranteed or a big multiplier. Doesn't always work on a per-game basis - offhost differences? Pretty sure nova on it's own won't throw sharpshooter at half shields, nor will charge on it's own, but charge -> nova reliably tosses them - Force adding up over time? Charge -> AirNova more reliable to fling things than Charge -> GroundNova. Possibly related to shield priming effect of air nova? R1 Shockwave triggered biotic combo doesn't stagger/interrupt a stomping low-tier armoured Outcast on gold. Biotic punch reliably staggers/prevents grabs from Adhi/breacher on my Vanguard, but most armoured targets can punch back. Occasionally seen a fiend drop someone without using a rocket or killing it - possible force from combos and weaponsfire adding up? Also seen similar 'drops' with Ascendant, but is often bugged as drags the target with them for a few seconds, then gives them a 'downed' icon shown to teammates despite being fully alive. Vanquisher hit seems to stop observers firing right away, but M-8 Avenger with high listed force in that table did not seem to. Would be good to know if it's damage or force within a small timeframe or such to interrupt. Targets that die from falling off map (possibly 'world impact' too) seem to count as killed by the first thing that hit them (weapons/power/etc), even if it was a while prior. (Similar mechanic seems to cause erroneous messages around insta-barrel kills quite often) I've suspected it's a side product of expecting the first thing to apply force being the one to throw them off, but it makes no sense currently as weak hits pre-ragdoll count just the same. If there's something that applies damage and not force, and vice versa, could be interesting to find out if one or both tags the kill in the feed for a later knockout with pull/throw etc. Some MP games get desynced to not show ragdoll force - Ragdolls slide along the ground as their position updates instead of arcing through the air (and slide through walls they'd normally be tossed over, so it's just desync but happens on a per-game basis sometimes when not hosting) 'Fake' combos (R1 Throw/Energy Drain easiest to replicate) seem to apply force from the combo in addition to the Throw impact, just not the damage.
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Post by hanskey on May 8, 2017 16:11:32 GMT
I've been of the firm belief that the Vanquisher was S-tier by pure accident. Even after the headshot mod fuckup was fixed. No doubt. I haven't used it that much -- mostly on low level kits to so I could punch up a difficulty level. But yesterday I ran it on my turian soldier with all the mag bonuses and holy fuck that was crazy. ... Example: 3 enemies in Singularity = 3 prime + SW = 3 detonations taken by each enemy (because of their close proximity and b/c you took the combo radious evo, right?) & all 3 are primed for another detonation each. Imagine that you have additional HuAdept with Lifting SW, then you to can throw down 6 combo explosions on each enemy trapped in the Singularity in fractions of a second, some of which might hit weakpoints. I've seen the lesser version of this fucking trivialize Berzerkers (1 HuAdept+ Asari Adept). Talk about pinch-point control!!! Rolling a team of HuSent, ultra-specced for combos = easy mode on Gold? My takeway from this is that it takes 6 explosions to kill a bunch of raiders. At some point you start getting weakpoint hits from combos, and I've seen Gold Berkzerker mobs trivialized with this tactic. Icing on the cake is AOE Throw from HuSent or AAdept also primes as it detonates, so between 4 characters on a mob of 3, you can pile on 12 combos for EACH enemy in less than 1 second.
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Post by hanskey on May 8, 2017 16:19:38 GMT
Even better spam tactic: Assuming team is 2x HuAdept, HuSent, AAdept - If you have specc'ed for double Throw in addition to AOE, and get really lucky on the hit order, then you could max out combos at 18 combos per enemy against a mob of 3 enemies (3 combo hits on each enemy for each in the following sequence, aside from Singularity - Singularity , Lifting Shock Wave, Lifting Shock Wave, Throw 1 HuSent, Throw 1 AAdept, Throw 2 HuSent, Throw 2 AAdept) and this total combo count scales multiplicatively with the number of enemies inside of Singularity/AOE's. 4 enemies = 24 combos to each, 5 enemies = 30 combos to each enemy, etc. - and this is why the Expanding Singularity is actually an important evolution for biotic combo spamming, multiplicative combo damage from added enemies. Edit: The above could be performed < one second, btw. SalMasRac , crashsuit , Abramsrunner - I finally figured out what you all had crafted the other night that went so fucking well. Playing this was mind-blowing and I had no idea why it worked so well, but this is exactly why. Thanks again! Or you guys just crush all the things and I coincidentally got of a couple of combo trains near the same time, whatever.
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Post by hanskey on May 8, 2017 16:48:51 GMT
To put numbers on the above, given that you manage to pull off the optimal scenario -> 2x HuAdept, HuSent, AAdept 18 combos per enemy against a mob of 3 enemies, 3 combo hits on each enemy for each in the following sequence, aside from Singularity - Singularity , Lifting Shock Wave, Lifting Shock Wave, Throw 1 HuSent, Throw 1 AAdept, Throw 2 HuSent, Throw 2 AAdept.
Gives a base damage not counting any buffs from skills, and host SP on "Normal" = 3*137.5 + 3*137.5 + 3*206.5 + 3*206.5 + 3*206.5 +3*206.5 = 3303 on each enemy, assuming absolutely no weakpoint hits from explosions, which is probably not a great assumption, but this is the lower bound max.
4 enemies = 24 combos to each = 4404 to each, 5 enemies = 30 combos to each enemy = 5505 to each enemy, etc. - and this is why the Expanding Singularity evolution is actually an important evolution for biotic combo spamming -> multiplicative combo damage from added enemies.
Note, this is ONLY base combo damage - includes no debuffs, no buff from evos/consumables/equipment, no power damage, no combo weakpoint hits, and no additional combos from AF if AAdept jumps within range while all this is happening to set of another chain and apply debuffs. Also, no Lance + no follow-up 2 hit Pulls + no followup Lance from HuAdept and AAdept combination (no cooldown).
Yeah, combos do fuck all for damage, but holy shit, you can spam them much more than I'd thought!!!!!!!!!
Also, just for funs, with magically getting all weakpoint hits and all the above assumptions still holding -
3 enemies = 3303*1.4 = 4624.2 to each enemy 4 enemies = 4404*1.4 = 6165.6 to each enemy 5 enemies = 5505*1.4 = 7707 to each enemy
You may go blind playing this way, but ...
FUCK.ME.
Edit: The tactic needs a name, like Gore Piler, or Infinite Clusterfuck of Doom. Maybe just call it FUN?!
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Post by hanskey on May 8, 2017 17:27:18 GMT
Further piling on for max biotic combo sequence on a mob of three, using team of 2xHuAdept, HuSent, AAdept, specc'ed for combo radii, radii, Double Throw (AOE version), Lifting Shock Wave: 1. Singularity (HuAdept 1), 2. Lifting Shock Wave (HuAdept 2) = 3*157.5 = 412.5 to each enemy, 3. Lifting Shock Wave (HuAdept 1) = 3*157.5 = 412.5 to each enemy, 4. Throw 1 (HuSent) = 3*206.5 = 618.75 to each enemy, 5. Throw 1 (AAdept) = 3*206.5 = 618.75 to each enemy, 6. Throw 2 (HuSent) = 3*206.5 = 618.75 to each enemy, 7. Throw 2 (AAdept) = 3*206.5 = 618.75 to each enemy, 17. Singularity(HuAdept 2), 18. 1-2 seconds have elapsed. Now cool down wait for another 4-5 seconds - Lance w/Shield use spamming and AF+evade for re-prime and shoot guns, 19. Throw 1 (HuSent) = 3*206.5 = 618.75 to each enemy, 20. Throw 1 (AAdept) = 3*206.5 = 618.75 to each enemy, 21. Throw 2 (HuSent) = 3*206.5 = 618.75 to each enemy, 22. Throw 2 (AAdept) = 3*206.5 = 618.75 to each enemy, 23. Now cool down wait for another 3-4 seconds - Lance w/Shield use spamming and AF+evade for re-prime and shoot guns, 24. Lifting Shock Wave (HuAdept 1) = 3*157.5 = 412.5 to each enemy, 25. Lifting Shock Wave (HuAdept 2) = 3*157.5 = 412.5 to each enemy, Total to each enemy = 36 biotic combos = 4*412.5 + 8*618.75 = 6600
This takes place as fast as your cooldowns for Throw & Lifting Shockwave allow, which can be pretty fast, assuming your mob gains as much as loses from aggro draw or is made up of super high health bar enemies. Again this is base biotic combo damage and does NOT include AF debuff, no buffs to power/combo damage, no power damage, no weakpoint hits, host's SP set to normal and that you wear sunglasses while playing MP. If you want to make your MP game like a WW I artillery barrage against horse cavalry and you have the artillery, then use this team folks.
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Post by capn233 on May 8, 2017 17:55:16 GMT
I am pretty sure that it is like melee in that you don't aim it, just that if it happens to line up, which is easier on some targets than others. But how? I mean with the teleport it is always the same animation. The enemy stands up, you appear behind him/her and then you strike. Maybe capn233 can tell us how he did it. You don't always appear behind them, it depends where the target is in relation to walls and cover as well as what the target is doing. Nullifier and Assembler have weak points at around melee height, and Nullifies could be hit from rear angles. You can't really aim it. Now this brings up the obvious question of why mashing melee over and over against those units didn't show hits. Tracking does hurt, but I am wondering if weak point multiplier isn't just supposed to be 1x for all melee and is bugged on Cryo Gauntlet.
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Post by capn233 on May 8, 2017 17:57:55 GMT
Oh and need to qualify the above since Avenger Strike doesn't get bonus when breaking Stealth Grid, although the next qualifying attack type does. Avenger Strike Basic Tests-Avenger Strike does not benefit from Stealth Grid bonus, as was suspected by community. -Avenger Strike can get weak point hits, with 1.15x multiplier observed vs Assembler and Nullifier (likely 1.4x base). -Avenger Strike multiplier to shields and armor is 1x. -If breaking Stealth Grid with Avenger Strike, attacking with weapon or melee will give stealth bonus to the weapon or melee for duration consistent with previous Stealth Grid tests. -Did not appear possible to give Stealth Grid bonus to Sticky Grenade by breaking Stealth Grid with Avenger Strike, or weapons fire. -Sticky Grenade impact weak point bonus observed to be 1.15x vs Nullifier. -Did not observe any weak point bonus melees using Angara Avenger's basic melee against Assembler or Nullifier.
Does Avenger Strike benefits from the melee increase passives (like the 50% melee increase of rank 5A of Bioelectric Defense, for instance)? I kept getting interrupted yesterday, and above was most all of what was tested. Will post tests with gear, passive and consumables within a day or so.
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Post by crashsuit on May 8, 2017 18:03:34 GMT
SalMasRac , crashsuit , Abramsrunner - I finally figured out what you all had crafted the other night that went so fucking well. Playing this was mind-blowing and I had no idea why it worked so well, but this is exactly why. Thanks again! I'm not sure exactly what you mean but glad it worked out for you
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Post by hanskey on May 8, 2017 18:08:02 GMT
SalMasRac , crashsuit , Abramsrunner - I finally figured out what you all had crafted the other night that went so fucking well. Playing this was mind-blowing and I had no idea why it worked so well, but this is exactly why. Thanks again! I'm not sure exactly what you mean but glad it worked out for you Maybe it was someone else (I know the group included SalMasRac and Abramsrunner, for sure), but we either had a team of HuAdept, HuAdept, HuSent, AAdept, or it was HuAdept, HuSent, AAdept, AHuntress/ASent and we did something along the lines of the crazy combo trains above (would've been late last week). Great fun!!
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Post by Abramsrunner on May 8, 2017 18:56:23 GMT
I'm not sure exactly what you mean but glad it worked out for you Maybe it was someone else (I know the group included SalMasRac and Abramsrunner, for sure), but we either had a team of HuAdept, HuAdept, HuSent, AAdept, or it was HuAdept, HuSent, AAdept, AHuntress/ASent and we did something along the lines of the crazy combo trains above (would've been late last week). Great fun!! When I was leveling the AA I just did the 40% debuff, & shot everything with the Talon.
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Post by hanskey on May 8, 2017 19:07:13 GMT
LOL. Shows what I know!
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Post by rtrnofdmax on May 8, 2017 20:35:27 GMT
...The fact is that Valkyrie, (the rarest bust weapon, I believe) is terrible... Perfect typo.
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Post by SalMasRac on May 9, 2017 0:34:54 GMT
Even better spam tactic: Assuming team is 2x HuAdept, HuSent, AAdept - If you have specc'ed for double Throw in addition to AOE, and get really lucky on the hit order, then you could max out combos at 18 combos per enemy against a mob of 3 enemies (3 combo hits on each enemy for each in the following sequence, aside from Singularity - Singularity , Lifting Shock Wave, Lifting Shock Wave, Throw 1 HuSent, Throw 1 AAdept, Throw 2 HuSent, Throw 2 AAdept) and this total combo count scales multiplicatively with the number of enemies inside of Singularity/AOE's. 4 enemies = 24 combos to each, 5 enemies = 30 combos to each enemy, etc. - and this is why the Expanding Singularity is actually an important evolution for biotic combo spamming, multiplicative combo damage from added enemies. Edit: The above could be performed < one second, btw. SalMasRac , crashsuit , Abramsrunner - I finally figured out what you all had crafted the other night that went so fucking well. Playing this was mind-blowing and I had no idea why it worked so well, but this is exactly why. Thanks again! Or you guys just crush all the things and I coincidentally got of a couple of combo trains near the same time, whatever. Too bad combos are useless
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Post by SalMasRac on May 9, 2017 0:39:53 GMT
I'm not sure exactly what you mean but glad it worked out for you Maybe it was someone else (I know the group included SalMasRac and Abramsrunner, for sure), but we either had a team of HuAdept, HuAdept, HuSent, AAdept, or it was HuAdept, HuSent, AAdept, AHuntress/ASent and we did something along the lines of the crazy combo trains above (would've been late last week). Great fun!! Shield-Powered Lance goes great with Expanding Singularity and Annihilation Field. The more of these you have in a game, the more biosplosions you'll be able to chain. Huntress is a great support kit if you see a Human Adept or Asari Adept in the match (assuming they're not total trashcans, of course)
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Post by hanskey on May 9, 2017 1:05:26 GMT
Even better spam tactic: Assuming team is 2x HuAdept, HuSent, AAdept - If you have specc'ed for double Throw in addition to AOE, and get really lucky on the hit order, then you could max out combos at 18 combos per enemy against a mob of 3 enemies (3 combo hits on each enemy for each in the following sequence, aside from Singularity - Singularity , Lifting Shock Wave, Lifting Shock Wave, Throw 1 HuSent, Throw 1 AAdept, Throw 2 HuSent, Throw 2 AAdept) and this total combo count scales multiplicatively with the number of enemies inside of Singularity/AOE's. 4 enemies = 24 combos to each, 5 enemies = 30 combos to each enemy, etc. - and this is why the Expanding Singularity is actually an important evolution for biotic combo spamming, multiplicative combo damage from added enemies. Edit: The above could be performed < one second, btw. SalMasRac , crashsuit , Abramsrunner - I finally figured out what you all had crafted the other night that went so fucking well. Playing this was mind-blowing and I had no idea why it worked so well, but this is exactly why. Thanks again! Or you guys just crush all the things and I coincidentally got of a couple of combo trains near the same time, whatever. Too bad combos are useless Tru. When I think about it more, 36 combos for 6600 is very, very not amazing, especially considering a single biotic combo on Gold/Plat in ME3 could do as much against an Armored target like a Banshee/Paetorian, and the sustained DPS is below 1000 for that combo train, so bunch of weapons have better DPS. I guess the above could help if all a group has is weapons with lower DPS and casters tho. What really happened is you guys and your weapons, Lance and AF rockin and rollin. Bah!! I let hope for some kind of decent combo action fog my brain good.
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Post by lennybusker on May 9, 2017 2:01:48 GMT
Too bad combos are useless Tru. When I think about it more, 36 combos for 6600 is very, very not amazing, especially considering a single biotic combo on Gold/Plat in ME3 could do as much against an Armored target like a Banshee/Paetorian, and the sustained DPS is below 1000 for that combo train, so bunch of weapons have better DPS. I guess the above could help if all a group has is weapons with lower DPS and casters tho. What really happened is you guys and your weapons, Lance and AF rockin and rollin. Bah!! I let hope for some kind of decent combo action fog my brain good. Good onya for admitting your mistake tho
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Post by JRandall0308 on May 9, 2017 2:17:32 GMT
Why is there all this random discussion in this thread? Back to the numbers!
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Post by konfeta on May 9, 2017 3:12:26 GMT
So, a question for the eggheads - Aegi's 6B upgrade, Damage Aftermath... probably additive, but the question is:
Are the listed bonuses on it the maximum possible bonuses after the aegis shield absorbs enough damage, or are they the base bonuses for simply flickering the shield on and off, and can be further scaled up by damage absorption?
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Post by lennybusker on May 9, 2017 5:33:46 GMT
Ever wonder why sometimes a fire barrel going off completely annihilates things? Bronze/Narrative HP, 1494307441, 1450.081, 9B99C810, 4950.000, 4950.000, 4895.000, -55.000 Beserker 1 (Barricade 6B) HP, 1494307441, 1450.090, 9B54F690, 4950.000, 4950.000, 4895.000, -55.000 Beserker 2 HP, 1494307441, 1450.613, 9B99C810, 4950.000, 4950.000, 4895.000, -55.000 HP, 1494307441, 1450.621, 9B54F690, 4950.000, 4950.000, 4895.000, -55.000 HP, 1494307442, 1450.847, 9B99C810, 4950.000, 4950.000, 4856.250, -93.750 Tech Combo HP, 1494307442, 1450.856, 9B99C810, 4950.000, 4950.000, 0.000, -4950.000 Fire Barrel Explosion set off by nearby combo HP, 1494307442, 1450.862, 9B54F690, 4950.000, 4950.000, 0.000, -4950.000
Gold/Narrative HP, 1494308741, 2750.624, A6886F90, 14250.000, 14250.000, 14195.000, -55.000 Barricade 6B HP, 1494308742, 2751.155, A6886F90, 14250.000, 14250.000, 14195.000, -55.000 HP, 1494308743, 2751.689, A6886F90, 14250.000, 14250.000, 14195.000, -55.000 HP, 1494308743, 2751.790, A6886F90, 14250.000, 14250.000, 14156.250, -93.750 Tech Combo HP, 1494308743, 2751.798, A6886F90, 14250.000, 14250.000, 3000.000, -11250.000 Nearby Fire Barrel HP, 1494308743, 2751.807, A6886F90, 14250.000, 14250.000, 14200.000, -50.000 Throw HP, 1494308743, 2752.222, A6886F90, 14250.000, 14250.000, 14195.000, -55.000 Barricade HP, 1494308743, 2752.289, A6886F90, 14250.000, 14250.000, 14242.500, -7.500 Barrel DOT HP, 1494308743, 2752.295, A6886F90, 14250.000, 14250.000, 14241.000, -9.000 Tech Combo DOT HP, 1494308744, 2752.756, A6886F90, 14250.000, 14250.000, 14195.000, -55.000
Fire Barrels set off by a neaby combo appear to do 5000% bonus damage to armor instead of 50%. Will test more on this tomorrow.
edit: appears to be connected to the same bonuses Kineticist gets when throwing barrels - possibly related to barrel impact force. Testing on Kineticist is easiest method, will continue on this later. testing needed: -type of combo matters? -applies to only fire, or cryo and tech as well? -multiplier only for armor, or HP? -similar effect for tech barrel vs shields? -works with multiple barrels? -scales with SP/MP difficulty?
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Post by srkm00b on May 9, 2017 5:41:07 GMT
So, a question for the eggheads - Aegi's 6B upgrade, Damage Aftermath... probably additive, but the question is: Are the listed bonuses on it the maximum possible bonuses after the aegis shield absorbs enough damage, or are they the base bonuses for simply flickering the shield on and off, and can be further scaled up by damage absorption? Short Answer: Flicking on and off does nothing. Taking one bullet from a Chosen in the tutorial raised Avenger damage from 47.000 to 47.090. Must be a full "break" to receive listed damage bonus. Numbers in spoiler. Crude Chart showing Avenger Damage. X-axis is how many "bursts" a Chosen put into my Aegis. Y-axis is damage. Appears linear, given tolerances for how many bullets strike the Aegis. HP, 115983390, 94, 86C661A0, 825.000, 825.000, 768.484, -56.516, Avenger full break HP, 116499046, 49890, 9A2AEAD0, 825.000, 825.000, 778.000, -47.000, Avenger base
HP, 116016984, 8000, 9A2AEAD0, 825.000, 825.000, 466.484, -358.516, Melee full break HP, 116449156, 103547, 9A2AEAD0, 825.000, 825.000, 550.000, -275.000, Melee base
HP, 116076921, 1125, 9A2AEAD0, 825.000, 825.000, 499.076, -325.924, Throw full break HP, 116195296, 656, 86C661A0, 825.000, 825.000, 575.000, -250.000, Throw Base
HP, 116343953, 22344, 9A2AEAD0, 825.000, 825.000, 616.409, -208.591, ED full break HP, 116345609, 1656, 9A2AEAD0, 825.000, 825.000, 665.000, -160.000, ED base
HP, 114111734, 14000, 855E8680, 825.000, 825.000, 768.484, -56.516, 9
HP, 114724156, 125, 9D46B400, 825.000, 825.000, 770.007, -54.993, 7
HP, 114657203, 5813, 9D46B400, 825.000, 825.000, 771.529, -53.471, 6
HP, 114517562, 94, 9D46B400, 825.000, 825.000, 772.291, -52.709, 5
HP, 114584703, 66578, 9D46B400, 825.000, 825.000, 774.574, -50.426, 4
HP, 114097734, 109, 855E8680, 825.000, 825.000, 778.000, -47.000, 0
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inherit
4656
0
399
konfeta
314
Mar 16, 2017 15:08:16 GMT
March 2017
konfeta
|
Post by konfeta on May 9, 2017 6:24:05 GMT
Damn, that's hot garbage. Guess Lance on my Duelist it is. Thank you for the info.
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inherit
145
0
Aug 22, 2016 19:29:11 GMT
10,121
Kenny Bania
These pretzels are making me thirsty!!!
3,181
August 2016
b00g13man
Mass Effect Trilogy, Jade Empire
13218
8752
|
Post by Kenny Bania on May 9, 2017 8:14:50 GMT
Ever wonder why sometimes a fire barrel going off completely annihilates things? Bronze/Narrative HP, 1494307441, 1450.081, 9B99C810, 4950.000, 4950.000, 4895.000, -55.000 Beserker 1 (Barricade 6B) HP, 1494307441, 1450.090, 9B54F690, 4950.000, 4950.000, 4895.000, -55.000 Beserker 2 HP, 1494307441, 1450.613, 9B99C810, 4950.000, 4950.000, 4895.000, -55.000 HP, 1494307441, 1450.621, 9B54F690, 4950.000, 4950.000, 4895.000, -55.000 HP, 1494307442, 1450.847, 9B99C810, 4950.000, 4950.000, 4856.250, -93.750 Tech Combo HP, 1494307442, 1450.856, 9B99C810, 4950.000, 4950.000, 0.000, -4950.000 Fire Barrel Explosion set off by nearby combo HP, 1494307442, 1450.862, 9B54F690, 4950.000, 4950.000, 0.000, -4950.000
Gold/Narrative HP, 1494308741, 2750.624, A6886F90, 14250.000, 14250.000, 14195.000, -55.000 Barricade 6B HP, 1494308742, 2751.155, A6886F90, 14250.000, 14250.000, 14195.000, -55.000 HP, 1494308743, 2751.689, A6886F90, 14250.000, 14250.000, 14195.000, -55.000 HP, 1494308743, 2751.790, A6886F90, 14250.000, 14250.000, 14156.250, -93.750 Tech Combo HP, 1494308743, 2751.798, A6886F90, 14250.000, 14250.000, 3000.000, -11250.000 Nearby Fire Barrel HP, 1494308743, 2751.807, A6886F90, 14250.000, 14250.000, 14200.000, -50.000 Throw HP, 1494308743, 2752.222, A6886F90, 14250.000, 14250.000, 14195.000, -55.000 Barricade HP, 1494308743, 2752.289, A6886F90, 14250.000, 14250.000, 14242.500, -7.500 Barrel DOT HP, 1494308743, 2752.295, A6886F90, 14250.000, 14250.000, 14241.000, -9.000 Tech Combo DOT HP, 1494308744, 2752.756, A6886F90, 14250.000, 14250.000, 14195.000, -55.000
Fire Barrels set off by a neaby combo appear to do 5000% bonus damage to armor instead of 50%. Will test more on this tomorrow. Looooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooooo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inherit
10
0
Aug 30, 2019 23:02:33 GMT
16,068
SalMasRac
Salarian Master Pimp
2,932
August 2016
salmasrac
Mass Effect Trilogy, KOTOR
SalMasRac
PurpGuy
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Post by SalMasRac on May 9, 2017 8:19:46 GMT
Damn, that's hot garbage. Guess Lance on my Duelist it is. Thank you for the info. It's still an extremely useful tool for dealing with Annointed, Observers, and Sharpshooters, provided you take the Reflection Evolution. As for the Duelist, you want to flicker it anyway to sustain your damage bonus in your Rotation (yes this kit has a Rotation) (Insert link to the Duelist Guide but the boards hate Search function atm)
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inherit
7709
0
1,423
peddroelm
482
Apr 16, 2017 13:06:59 GMT
April 2017
peddroelm
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Post by peddroelm on May 9, 2017 12:56:28 GMT
a quick backslash test from reddit Hello_Isaac . Extra confirm on the UI lie of return damage *1.25 and NOT *1.75 as listed in UI.
5b is multiplicative:
return damage becomes IncomingDamage * (1 + 0.25) * ( 1 + 1).
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