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Post by varicite on May 12, 2017 0:39:19 GMT
Nice find about VI 6b. I found it pretty underwhelming overall, but the shield bonus not working definitely puts the nail in the coffin.
Too bad that none of the Eng stuff works for constructs still, but I guess it frees up an equipment slot unless you're just trying to max out Incinerate damage.
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Post by konfeta on May 12, 2017 0:57:03 GMT
So, TLDR is..
1. Don't need to hold down the firing button on the Shadow to gain the bonus, it's entirely based how empty the clip is by % for an up to 50% bonus (i.e. can stop shooting for a second to re-adjust aim without losing bonus).
2. Groundnova the redbar mooks, airdunk the armor/shielded mooks.
(I was wondering why detonations were so freaking wonky when playing a full combo build Vanguard. Thought it was lag or something)
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These pretzels are making me thirsty!!!
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Post by Kenny Bania on May 12, 2017 1:52:48 GMT
Has anyone retested the Backlash reflected damage post-patch?
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Post by peddroelm on May 12, 2017 2:10:35 GMT
Has anyone retested the Backlash reflected damage post-patch? Hello_Isaac confirmed backslash returned damage to be working as intended WITH caveat.
Like in ME3 Cover DOES NOT provide damage reduction to players. Being out of cover provides the enemies shooting the player a 40% damage boost. When you backslash you are out of cover so damage they would to to you is Damage = Base * 1.4. Backslash damage returned is calculated of enemy base damage NOT of damage they would inflict to you when out of cover.. We were calculating returned damage base on Damage when in fact is of Base = Damage/(1+0.4). That is where the (apparently) lacking amount of return damage came from. This also explains why in all my damage reduction tests cover bonus multiplied with the rest (1+0.4) .. Because it was actually a damage bonus lacking on the shooter ..
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These pretzels are making me thirsty!!!
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Mass Effect Trilogy, Jade Empire
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Post by Kenny Bania on May 12, 2017 2:18:55 GMT
Has anyone retested the Backlash reflected damage post-patch? Hello_Isaac confirmed backslash returned damage to be working as intended WITH caveat.
Like in ME3 Cover DOES NOT provide damage reduction to players. Being out of cover provides the enemies shooting the player a 40% damage boost. When you backslash you are out of cover so damage they would to to you is Damage = Base * 1.4. Backslash damage returned is calculated of enemy base damage NOT of damage they would inflict to you when out of cover.. We were calculating returned damage base on Damage when in fact is of Base = Damage/(1+0.4). That is apparent where the lacking amount of return damage comes from. This also explains why in all my damage reduction tests cover bonus multiplied with the rest (1+0.4) .. Because it was actually a damage bonus lacking on the shooter .. Aaaaaah! Thanks for that.
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akots
N3
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
Origin: akots
Posts: 811 Likes: 2,428
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by akots on May 12, 2017 8:24:36 GMT
... Groundnova the redbar mooks, airdunk the armor/shielded mooks. (I was wondering why detonations were so freaking wonky when playing a full combo build Vanguard. Thought it was lag or something) Not sure about it, I always use nova on solid ground, never airborne, I think it does not hit reliably when you are airborne. Logically, the force to lift should come from the ground, not from somewhere in the air. But space magic can be powerful. It primes everything with health and shields as long as it ragdolls after shields are stripped. I have specced into 5B evolution of nova for extra damage to shields, maybe this is the reason you see some strange results. Armored outlaws including hydra are also primed more or less reliably on host or off host, does not matter, it is quite robust for me. There are some issues with nullifier (like 50/50 primed or not primed) and I have not tried destroyer. Fiend is mostly primed but I'm not 100% positive, managed to try it only a couple of times for obvious reasons.
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To troll or not to pug, that's the question
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
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Post by N7Mith on May 12, 2017 11:02:45 GMT
Has anyone retested the Backlash reflected damage post-patch? Hello_Isaac confirmed backslash returned damage to be working as intended WITH caveat.
Like in ME3 Cover DOES NOT provide damage reduction to players. Being out of cover provides the enemies shooting the player a 40% damage boost. When you backslash you are out of cover so damage they would to to you is Damage = Base * 1.4. Backslash damage returned is calculated of enemy base damage NOT of damage they would inflict to you when out of cover.. We were calculating returned damage base on Damage when in fact is of Base = Damage/(1+0.4). That is where the (apparently) lacking amount of return damage came from. This also explains why in all my damage reduction tests cover bonus multiplied with the rest (1+0.4) .. Because it was actually a damage bonus lacking on the shooter .. Still no update on power buffs affecting backlash?
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Post by peddroelm on May 12, 2017 11:05:42 GMT
Still no update on power buffs affecting backlash? update: they don't
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To troll or not to pug, that's the question
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
Mith0810
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Post by N7Mith on May 12, 2017 11:10:40 GMT
Still no update on power buffs affecting backlash? update: they don't Ok thanks! Now I'm off to tell pugs that they do
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hobocommand3r
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XBL Gamertag: hobocommand3r
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Post by hobocommand3r on May 12, 2017 11:57:38 GMT
So is the base attack bonus duration for cloak 2 seconds or 0.5 seconds? It looks like you greyed over 2 seconds in the op but I can't tell.
Also do we know how long the stealth grid damage boost lasts for? Is is just 1 action or is it a time window like cloak?
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Post by misguidedworm7 on May 12, 2017 12:07:25 GMT
So is the base attack bonus duration for cloak 2 seconds or 0.5 seconds? It looks like you greyed over 2 seconds in the op but I can't tell. Also do we know how long the stealth grid damage boost lasts for? Is is just 1 action or is it a time window like cloak? Both are 0.5 seconds.
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Post by peddroelm on May 12, 2017 12:35:27 GMT
WopGnop still haven't tested combat fitness 5a, (might do it later today) but based on what we know about cover providing 0 DR by default - it seems EXTREMELY LIKELY TO PROVIDE EXACTLY THE 50 DR it promises ..
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huntedhunt
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Origin: hunted_hunt
Posts: 68 Likes: 104
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Post by huntedhunt on May 12, 2017 12:41:49 GMT
... Groundnova the redbar mooks, airdunk the armor/shielded mooks. (I was wondering why detonations were so freaking wonky when playing a full combo build Vanguard. Thought it was lag or something) It primes everything with health and shields as long as it ragdolls after shields are stripped. I have specced into 5B evolution of nova for extra damage to shields, maybe this is the reason you see some strange results. Armored outlaws including hydra are also primed more or less reliably on host or off host, does not matter, it is quite robust for me. There are some issues with nullifier (like 50/50 primed or not primed) and I have not tried destroyer. Fiend is mostly primed but I'm not 100% positive, managed to try it only a couple of times for obvious reasons. Just had a kett game off-host - Ground nova seems to sometimes prime low shields that break, but not mid-high shields that break for me. Generally ragdolls more reliably now which it didn't before when breaking shield. May be side-effect of changed kett shields vs power force ratio? Further details and videos: Reliable test to see the issue for my current loadout seems to be full shield gold destined: Partial shielded ones primed sometimes, but not others. Seemed to always ragdoll when broken though - An improvement over never doing anything in 1.05 for me. Air-nova is still the only one that primes unbroken shields (such as newly spawned destroyers/annointed): I'm wondering if the inconsistency for ground nova is due to shield-gate - It breaks, but not by enough, so doesn't prime? Something like, gets rough damage but not full bonuses, it checks for priming, applies the remaining damage bonuses, check for lifting and applies full damage? With the much lower Annointed/Destined shields and 30% equipment, I'm breaking shields with overkill damage a lot more often. Slowmo example of destined much closer, to rule out range issue (half shields/hp as nova hit, but no prime after shields broke): Pretty sure I saw air-nova prime without damaging once at edge of range (didn't get video ), so may have been hasty in my early tests, or off-host vs shields may be different to host vs redbar. Fiend primes reliably from both (at least, when definitely within range). With anti-armour, nullifiers tend to go down fast for me. Will have to watch closely.
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WopGnop
N2
Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
PSN: WopGnop
Posts: 139 Likes: 224
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Mass Effect Andromeda
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Post by WopGnop on May 12, 2017 12:42:41 GMT
WopGnop still haven't tested combat fitness 5a, (might do it later today) but based on what we know about cover providing 0 DR by default - it seems EXTREMELY LIKELY TO PROVIDE EXACTLY THE 50 DR it promises .. Uh-oh, good news then! So cover works like it did in ME3: in cover you take X enemy damage, out of cover you take X*1.4. Good to know, thanks peddroelm ! Also, do any of you have any idea on how accuracy/stability in this game works? In ME3MP if I slapped a +70 stability mod on a gun and I used a +30 stability consumable I would have ended up with ZERO recoil. Here no matters how much stability you have, it appears you can't eliminate recoil. I tried combining turbocharge specced for 40% stability, AR +54% stability mod, Fortification 20% stability bonus AND the 25% more stability from the passive but I'm still having a lot of recoil even with a whopping +139% stability. Moreover how does accuracy work, and does it work for shotguns? I tried the same build as above with a shotgun but I hardly saw any improvement in the accuracy with turbocharge on or off. Again in ME3MP if you combined marksman 45/60% accuracy with a smart choke all your shotgun pellets would have hit in the same spot, with 0 spread. Mysteries...
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by lennybusker on May 12, 2017 13:15:59 GMT
Finally confirmed the barrel supercombo mechanic, team effort with /u/Hello_Isaac and aryantes SH, 591000209, 27363, 981A3390, 95000.000, 95000.000, 94930.000, -70.000 Tech Barrel Throw vs Destroyer SH, 591000224, 15, 981A3390, 95000.000, 94930.000, 94430.000, -500.000 SH, 591000240, 16, F1D23510, 0.000, 10687.500, 0.000, -10687.500 Turret shields out SH, 591000240, 0, B8F0FAF0, 0.000, 10687.500, 0.000, -10687.500 SH, 591000256, 16, 981A3390, 95000.000, 94430.000, 51230.000, -43200.000 Tech Supercombo
43200 = 432 (base tech detonation value on Gold) X 100
HP, 624698656, 54570, 98162F60, 75000.000, 75000.000, 74930.000, -70.000 Fire barrel throw vs Pariah, modified max armor HP, 624698671, 15, 98162F60, 75000.000, 75000.000, 74500.000, -500.000 HP, 624698671, 0, 98162F60, 75000.000, 75000.000, 41000.000, -34000.000 Fire Supercombo HP, 624699155, 484, 98162F60, 75000.000, 75000.000, 74992.500, -7.500 combo DOT HP, 624699654, 499, 98162F60, 75000.000, 75000.000, 74992.500, -7.500
34000 = 680 (base fire detonation value on Gold) X 50
Tech barrels thrown or detonated with a nearby combo get a 100X multiplier vs shields, replacing the normal 3.5 combo multiplier.
Fire barrels thrown or detonated with a nearby combo get a 50x multiplier vs armor, replacing the normal 1.5 combo multiplier.There's an interesting post on reddit about a fire barrel gibbing a Fiend after being set off simply by a power (flamethrower). I was unable to get the supercombo to happen with regular gun, melee, or power damage destroying the barrels on 1.05, but this might have changed in 1.06. Will test this today and edit this post accordingly.
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srkm00b
N1
Games: Mass Effect Andromeda
Origin: SRKm00b
Posts: 33 Likes: 99
inherit
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Nov 11, 2017 23:18:14 GMT
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Mass Effect Andromeda
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Post by srkm00b on May 12, 2017 13:47:25 GMT
Turian Visor 6B Debuff ends immediately when Visor expires / turned off. gfycat.com/OrganicGlaringChickadeeMath on damage [(48.440+20) * 1.25] -20 = 65.550 EDIT: Was closer to finishing my Turian testing than I thought. Rest of results Visor 6B is multiplicative with weapon / headshot bonuses; assumed additive with other debuffs (not tested yet) Visor 6B DOES NOT apply Tech Sabotage Visor 6B DOES debuff through cover Visor Debuff receives no bonus time from Tech Duration. gfycat.com/GaseousSelfassuredBittern 30% Tech Duration should have lasted 13s. Time between shots 12.016, no debuff Visor Distance stacks additively with Receiver mods Distance penetration is the total thickness of objects along bullet path. You can penetrate any number of objects as long as the bullet path through them is less than 2m Penetration test gfycat.com/NeedyMeanGiantschnauzerFlamethrower Blinding Heat stacks with Tech Sabotage, 80% Flamethrower does NOT trigger Visor 6B Armor debuff
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Post by konfeta on May 12, 2017 14:58:04 GMT
Alright, what's the story with Flak Cannon upgrades? How many fragments does it spawn (seems like a lot because most of its damage is clearly from them)? Is the anti-armor upgrade additive with the fragment penalty or multiplicative? Does the number of fragment hits scale naturally with size of the target?
What about shredder vs. more flak? Do power damage bonuses affect the shredder bleed?
Specced for full combat damage on my Havoc with the munitions equipment and the entire upper line, the thing one shots the outcast armored regulars sometimes.
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huntedhunt
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Origin: hunted_hunt
Posts: 68 Likes: 104
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Post by huntedhunt on May 12, 2017 15:56:25 GMT
Finally confirmed the barrel supercombo mechanic, team effort with /u/Hello_Isaac and aryantes I was unable to get the supercombo to happen with regular gun, melee, or power damage destroying the barrels on 1.05, but this might have changed in 1.06. Had it happen in both with AoE damage. Definitely for charge (aoe spec) and nova. Pretty sure it happened with Melee AoE in 1.05 hence my earlier query about barrel testing, but I've barely used melee since 1.06. A big issue with anecdotal testing is kill-feed gets confused and often reports the wrong cause of death when a barrel is involved. 1.06 nova insta-kill example:
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lennybusker
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by lennybusker on May 12, 2017 16:41:01 GMT
Finally confirmed the barrel supercombo mechanic, team effort with /u/Hello_Isaac and aryantes I was unable to get the supercombo to happen with regular gun, melee, or power damage destroying the barrels on 1.05, but this might have changed in 1.06. Had it happen in both with AoE damage. Definitely for charge (aoe spec) and nova. Pretty sure it happened with Melee AoE in 1.05 hence my earlier query about barrel testing, but I've barely used melee since 1.06. A big issue with anecdotal testing is kill-feed gets confused and often reports the wrong cause of death when a barrel is involved. 1.06 nova insta-kill example: Thanks for checking that, I'll verify with combat log. If you'd like to get in for actual numbers testing we have a Discord! PM me
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Zerfidius
N3
Games: Baldur's Gate
Origin: Zerfidius
Posts: 484 Likes: 1,406
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Aug 31, 2018 16:29:38 GMT
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Post by Zerfidius on May 12, 2017 16:52:00 GMT
"I'm Pathfinder Ryder and this is the best thread on the Nexus."
Needed to be said. Thanks for all the testing.
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April 2017
lennybusker
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by lennybusker on May 12, 2017 19:57:37 GMT
Confirmed, barrels now super-detonate (on Gold at least) no matter how they're set off. This is a definite change from 1.05 where they could only be set of for super detonations via Throw and combos. HP, 649797812, 26145, AC48E780, 50000.000, 50000.000, 49660.000, -340.000 Modified Pariah Armor on Gold HP, 649798842, 1030, AC48E780, 50000.000, 50000.000, 16000.000, -34000.000 Fire barrel set off with Lance HP, 649799341, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649799840, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649800340, 500, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649800839, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649801338, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649801837, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649802336, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649802836, 500, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649803335, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649803834, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649804333, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649804848, 515, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649805347, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649805846, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649842179, 36333, AC48E780, 50000.000, 50000.000, 49743.203, -256.797 HP, 649842179, 0, AC48E780, 50000.000, 50000.000, 16000.000, -34000.000 Fire barrel set off with melee aoe HP, 649842647, 468, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649843146, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649843646, 500, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649844145, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649844644, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649845143, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649845642, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649846142, 500, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649846641, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649847140, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649847639, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649848138, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649848653, 515, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649849152, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649867014, 17862, AC48E780, 50000.000, 50000.000, 16000.000, -34000.000 Fire barrel set off with gun HP, 649867514, 500, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649868013, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649868512, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649869027, 515, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649869511, 484, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649870010, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649870509, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649871008, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649871507, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649872007, 500, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649872521, 514, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649873021, 500, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649873520, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500 HP, 649874019, 499, AC48E780, 50000.000, 50000.000, 49992.500, -7.500
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inherit
8089
0
5,359
lennybusker
1,862
April 2017
lennybusker
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
LennyBusker
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Post by lennybusker on May 12, 2017 20:38:00 GMT
In case anyone was wondering, Kineticist redbar bowling does Throw Combo detonation damage (in addition to Throw).
HP, 652183692, 94, 90071F30, 783.750, 783.750, 724.300, -59.450 Priming Chosen 1 with Cryo Ammo HP, 652183785, 93, 90071F30, 783.750, 783.750, 724.300, -59.450 HP, 652183895, 110, 90071F30, 783.750, 783.750, 724.300, -59.450 HP, 652185595, 1700, 91A72D20, 783.750, 783.750, 713.750, -70.000 Throwing Chosen 1 into Chosen 2 (throw power token damage) HP, 652185595, 0, 91A72D20, 783.750, 783.750, 283.750, -500.000 Chosen 2 Impact HP, 652185611, 16, 90071F30, 783.750, 783.750, 233.750, -550.000 Chosen 1 Impact HP, 652185626, 15, 90071F30, 783.750, 783.750, 518.250, -265.500 Cryo Combo (Bronze) HP, 652185642, 16, 91A72D20, 783.750, 783.750, 518.250, -265.500 Cryo Combo
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Sept 30, 2019 22:23:44 GMT
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hanskey
509
April 2017
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Post by hanskey on May 12, 2017 20:50:04 GMT
that's fucking excellent. i HAD been wondering about that!!
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0
2,714
capn233
1,708
August 2016
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on May 12, 2017 21:36:31 GMT
Re-tested Engineering Kit with Remnant VI due to comment on reddit. It does not affect VI damage. I will just put that in the previous post.
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Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on May 12, 2017 23:19:41 GMT
Combat Cloak Bonus Duration is not affected by power duration bonus in passive, nor is it increased by the Cloak Rank 4 Duration evolution. This is the response to a question on the form. Will amend previous cloak post.
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