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Post by hanskey on May 15, 2017 21:36:47 GMT
I haven't seen it in-game, nor do I have any numerical data that allows me to be 100% sure, but powers can only self-detonate when they are prime + detonate powers and the second use is performed by another character.
Given the above, Double Throw/Double Incinerate spec'ed for prime + detonation should not be capable of combos if the two projectiles hit the same target.
However, there may be other implications (collisions, etc.) revealed through testing and it would be interesting to see my hypothesis confirmed or denied in-game.
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Post by lennybusker on May 15, 2017 21:49:14 GMT
Posting this here as well as the Combo Primer thread. This is a little bit complicated to explain by pasting text here, so I'm linking a picture to help. That is what happens when you prime a room full of enemies and detonate them with an AOE Detonator, in this case Charge. On the left side is the log ordered by true gametime. Each color is the tag for a different enemy. On the right side is the same log, with all tags grouped but still ordered by gametime. This demonstrates the elusive combo cooldown time! An enemy can be splashed by combos as much as you want, but they can only be directly comboed once in a short while, and when that happens they cease to take all direct or AOE combo damage. What that means is, if you want to maximize damage on a target that's in a group, prime them all but make sure not to aim your detonator at the primary target! Once he takes direct combo damage, he becomes immune for a short while! GIF of this in action: gfycat.com/ScratchyThirstyAsiaticlesserfreshwaterclam?speed=0.5Recorded by: SRKm00b Testing partners: srkm00b , huntedhunt
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Post by hanskey on May 15, 2017 22:02:55 GMT
Here's another - do AOE primers, like Throw, Energy Drain, Nova etc., prime everyone that takes AOE damage (as long as they meet other priming qualifications, such as health-bar-only/human-sized)?
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Post by lennybusker on May 15, 2017 22:08:08 GMT
Here's another - do AOE primers, like Throw, Energy Drain, Nova etc., prime everyone that takes AOE damage (as long as they meet other priming qualifications, such as health-bar-only/human-sized)? Indeed. I haven't tested every single primer for this, but so far for all the ones I've been paying attention to, yes. AOE primer primes everyone.
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Post by malanek on May 15, 2017 22:20:07 GMT
By the way, a big thanks to everyone doing this testing and reporting on it. It's amazing what you guys are turning up.
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Post by huntedhunt on May 16, 2017 0:07:09 GMT
I am pretty sure the "cooldown" is merely a visual audio thing. The second explosion does actually happen, you just don't see it. I assume to reduce excess stacking audio and visual effects. I have seen enemies staggered and damaged by the second explosion, even though it wasn't shown. And this invisible explosion is only when the same enemy is detonated for the same type of combo within a short period. Powers are also able to detonate and prime at the same time. If you time it right throw+overload will give both a biotic explosion and a tech detonation at the same time on the same enemy. Was skeptical about both of these, but somehow oddness lets them happen! The frequent combos on one target does no extra combo damage to that target. However - it still does AoE combo damage around that target, as if there was a combo! Still holds that you can't get combo damage directly on one target twice in a row with the same combo type, but it produces an AoE combo damage around it nonetheless - Which would stagger nearby others as you describe. Test numbers example: HP, 987767984, 4766, Adhi1, 1900.000, 1900.000, 1039.000, -861.000 //nova priming Adhi1 HP, 987768000, 16, Adhi2, 1900.000, 1900.000, 1039.000, -861.000 //Primed adhi2 HP, 987768000, 0, Saboteur, 4750.000, 4750.000, 3889.000, -861.000 //primed Saboteur HP, 987768000, 0, Raider, 2256.250, 2256.250, 1395.250, -861.000 //primed raider HP, 987769765, 1765, Adhi1, 1900.000, 1900.000, 1899.000, -1.000 //Shockwave wubs HP, 987769765, 0, Adhi2, 1900.000, 1900.000, 1899.000, -1.000 HP, 987769781, 16, Adhi1, 1900.000, 1900.000, 1471.250, -428.750 //Shockwave Hit Adhi1 HP, 987769781, 0, Adhi1, 1900.000, 1900.000, 1504.500, -395.500 //Combo Starting hit - Adhi1 immune to further combo damage HP, 987769796, 15, Adhi2, 1900.000, 1900.000, 1504.500, -395.500 //Combo collateral HP, 987769796, 0, Adhi2, 1900.000, 1900.000, 1471.250, -428.750 //Shockwave Hit 2 - Adhi2 re-primed HP, 987769812, 16, Adhi2, 1900.000, 1900.000, 1504.500, -395.500 //Combo2 Starting hit - Adhi2 immune to further combo damage HP, 987769812, 0, Saboteur, 4750.000, 4750.000, 4354.500, -395.500 //Combo2 collateral HP, 987769812, 0, Raider, 2256.250, 2256.250, 1860.750, -395.500 //combo2 collateral HP, 987769968, 156, Adhi2, 1900.000, 1900.000, 1899.000, -1.000 HP, 987770140, 172, Adhi2, 1900.000, 1900.000, 1899.000, -1.000 HP, 987770828, 688, Adhi2, 1900.000, 1900.000, 1625.000, -275.000 //Charge Hit, detonating invisible combo HP, 987770843, 15, Saboteur, 4750.000, 4750.000, 3959.000, -791.000 //Invisible combo collateral - note no initial combo damage on AdhiP2 first, as he is immune from the earlier detonation. HP, 987770843, 0, AnotherRaider, 2256.250, 2256.250, 1465.250, -791.000 //Invisible collateral HP, 987770843, 0, Raider, 2256.250, 2256.250, 1465.250, -791.000 //Invisible collateral To clarify, on a single target you do not gain anything for the second invisible detonation. The cooldown prevents the detonated enemy from receiving further combo damage themselves. Other enemies nearby that haven't been detonated themselves? Go nuts on detonating one target in the middle repeatedly! As to the double detonate - Somehow the tech combo happens before either the throw or the energydrain hit in my tests, then they both hit and trigger the biotic combo. It seems that ED primes before it's damage hits, and throw can detonate before it's damage hits. Very odd, but reproduced it several times. Test numbers example: HP, 985391656, 9875, Chosen1, 783.750, 783.750, 454.688, -329.063 //Bronze Tech = 225*(1.5*1.3*0.75) HP, 985391656, 0, Chosen2, 783.750, 783.750, 454.688, -329.063 //Tech combo collateral HP, 985391671, 15, Chosen1, 783.750, 783.750, 703.750, -80.000 //throw = 50*(1+0.35+0.25) HP, 985391687, 16, Chosen1, 783.750, 783.750, 521.250, -262.500 //ED = 175*(1+0.25+0.25) HP, 985391703, 16, Chosen1, 783.750, 783.750, 165.750, -618.000 //Bronze Biotic = 412*(1.5*1.3) HP, 985391703, 0, Chosen2, 783.750, 783.750, 165.750, -618.000 //Biotic combo collateral HP, 985391750, 47, Chosen1, 783.750, 783.750, 399.750, -384.000 //world impact = 240*(1+0.35+0.25) HP, 985392156, 406, Chosen1, 783.750, 783.750, 771.250, -12.500 //Tech AoE DoT HP, 985392656, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985393156, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985393656, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985394156, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985394656, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985395156, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985395656, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985396156, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985396656, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985397156, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985397656, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985398156, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985398656, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985399156, 500, Chosen1, 783.750, 783.750, 771.250, -12.500 HP, 985399656, 500, Chosen1, 783.750, 783.750, 771.250, -12.500
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Post by peddroelm on May 16, 2017 8:10:16 GMT
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Post by Arilou on May 16, 2017 8:57:14 GMT
Here's another - do AOE primers, like Throw, Energy Drain, Nova etc., prime everyone that takes AOE damage (as long as they meet other priming qualifications, such as health-bar-only/human-sized)? ED can't AoE prime, other than that: yes.
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Post by hobocommand3r on May 16, 2017 9:05:04 GMT
Hm, it's not fancy empirical testing like y'all are doing, but I am starting to suspect that Flak Cannon's 50% more flak upgrade is more about area of effect rather than damage boost. Which would mean 4A/5A/6B is the raw damage path. This is indeed how the mechanic works. Someone submitted this question using the Google Sheets form. Average Flak Count is around 8. Highly variable due to environment. Flak 6A increases average to around 12. Pure Damage Flak6B wins. Spec'd for power damage, the DOT alone is almost 2k damage. Average damage from Flak 6AxB vs HP is around 3.5k vs health. Flak 6AxA is around 2.3k but dramatically increases the area affected. Both tested with Munitions Training 4B, no gear, no boosters. Damage increased by 1.75x against Armor if 5A is taken. Damage lost from -30% Shrapnel vs Armor is minimal. Very possible to one shot mid level enemies with 6B if you let them bleed out for full duration. When you say dot is 2k damage is that with or without armor damage upgrade? If not how much would the dot be to armor? Allthough that sounds like it's with the armor upgrade included. Also do you know what the total damage would look like vs armor assuming you specced for damage, armor and shredder, then had munitions training specced for power damage in rank 4, + the +30% combat damage equipment? It certainly feels like it's probably 6000+ damage easily.
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Post by srkm00b on May 16, 2017 11:39:59 GMT
Also do you know what the total damage would look like vs armor assuming you specced for damage, armor and shredder, then had munitions training specced for power damage in rank 4, + the +30% combat damage equipment? It certainly feels like it's probably 6000+ damage easily. 250 Main 85 Shrapnel 100 DOT over 8s 40% Flak 3 50% Flak 4A 40% Munitions Training 4B 30% Enhanced Munitions Equipment 160% Total Power Damage Bonus 75% Armor Flak 5A -30% Shrapnel vs Armor 250 * (1+.4+.5+.4+.3) * (1+.75) = 1137.5 Initial Flak Hit85 * (1+.4+.5+.4+.3) * (1+.75-.3) = 309.4 each Flak * 8 = 2475.2 Shrapnel Damage100 * (1+.4+.5+.4+.3) * (1+.75) * 8s = 3640 Shredder DOTTOTAL DAMAGE: 7252.7 vs ArmorYou're not ALWAYS going to get 8 Shrapnel hits. Sometimes it's more like 5 hits, sometimes it's 10. The ~2k DOT damage you quoted me on was against HP. Using this setup it's actually just a hair over 2k. This is why you can just Flak mooks and move on. Also worth noting is the shrapnel damage vs HP. Dpes ~1750 damage if you get 8 Flak hits. That's why sometimes you don't even need a DOT to finish them off, just the Shrapnel kills them if they get hit with the main projectile also. Most mooks have around 2-2.3k hp. Mid level Outlaws (all the armor guys) have ~4.7k hp. That's what makes this build so strong against Outlaws. The DOT from Shredder alone does ~80% damage against the mid level Armor.
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Post by hobocommand3r on May 16, 2017 12:03:01 GMT
Well thanks for that. But are you sure flak 3 and 4a affects the shredder perk?
And do you happen to know if you can stack multiple shredder dots on the same target by firing multiple flaks right after each other or does that only apply 1 dot?
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Post by peddroelm on May 16, 2017 12:44:58 GMT
some venom 1 tests uncharged mode hitting the target via environment bounce often(always ?) result in double hit. (double damage). charged shot ( assuming you can land them all) hits for uncharged damage projectile/aoe + 4 extra AOE explosions with *0.67 multiplier to base damage. So maximal charged damage vs single target 1 + 4*0.67 => equivalent *3.68 multiplier to base damage. Placing those explosions were the enemies are seems to be the problem .. venom 1 352 base
uncharged (direct hit) HP, 22336656, 2953, 970D11C0, 783.750, 783.750, 758.750, -25.000 HP, 22336687, 31, 970D11C0, 783.750, 783.750, 403.590, -380.160 // 352 * (1 + 0.08) = 380.16 but also sometimes (bounced hit) HP, 22396531, 59844, 9009FB90, 783.750, 783.750, 403.590, -380.160 HP, 22396546, 15, 9009FB90, 783.750, 783.750, 403.590, -380.160
full charge single target HP, 22935578, 8344, 970D11C0, 783.750, 783.750, 403.590, -380.160 HP, 22935671, 93, 970D11C0, 783.750, 783.750, 758.750, -25.000 HP, 22935937, 266, 970D11C0, 783.750, 783.750, 529.043, -254.707 HP, 22935953, 16, 970D11C0, 783.750, 783.750, 529.043, -254.707 HP, 22936437, 484, 970D11C0, 783.750, 783.750, 529.043, -254.707 HP, 22936468, 31, 970D11C0, 783.750, 783.750, 529.043, -254.707
full charge 2 tagets HP, 22116843, 20718, 9009FB90, 783.750, 783.750, 403.590, -380.160 HP, 22116859, 16, 970D11C0, 783.750, 783.750, 403.590, -380.160 HP, 22117312, 453, 9009FB90, 783.750, 783.750, 758.750, -25.000 HP, 22117343, 31, 9009FB90, 783.750, 783.750, 529.043, -254.707 HP, 22117500, 157, 9009FB90, 783.750, 783.750, 529.043, -254.707 HP, 22117500, 0, 970D11C0, 783.750, 783.750, 529.043, -254.707 HP, 22117546, 46, 9009FB90, 783.750, 783.750, 529.043, -254.707 HP, 22117562, 16, 970D11C0, 783.750, 783.750, 529.043, -254.707 HP, 22117656, 94, 9009FB90, 783.750, 783.750, 529.043, -254.707 HP, 22117671, 15, 970D11C0, 783.750, 783.750, 529.043, -254.707
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Post by hobocommand3r on May 16, 2017 13:08:03 GMT
^^When you magically manage to hit something with all the projetiles it does hit hard. The problem is how erratic they bounce, they are like cluster grenades with no rhyme or rythm to their bounce and the charge mechanics are akward and too easy to interrupt.
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Post by srkm00b on May 16, 2017 14:56:27 GMT
Well thanks for that. But are you sure flak 3 and 4a affects the shredder perk? And do you happen to know if you can stack multiple shredder dots on the same target by firing multiple flaks right after each other or does that only apply 1 dot? They do not stack. Recorded this. Shows the damage on Shredder IS affected by 3 and 4A as well as it not stacking. 130*16 ticks over 8 seconds = 2080 vs HP. Multiply by 1.75 and you get the 3640 in the theorycraft math post.
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Post by Stinja on May 16, 2017 15:27:59 GMT
Can someone (re)test the Naladen please?
Searching this thread i couldn't see if there's been a confirmation of hip-fire penalty value. Also is the "3m AoE" radius or diameter?
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Post by hanskey on May 16, 2017 17:22:20 GMT
Here's another - do AOE primers, like Throw, Energy Drain, Nova etc., prime everyone that takes AOE damage (as long as they meet other priming qualifications, such as health-bar-only/human-sized)? ED can't AoE prime, other than that: yes. No AoE Prime for Energy Drain!?!?!?!?!? So I can't prime mobs with ED, like Nova?!? That blows. How sure are you about that? What about Barricade Electric Defense. Can it set multiple primes?
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Post by physiolosopher on May 16, 2017 17:46:09 GMT
energy drain's built in damage bonus vs shields is multiplicative. Potential for very high damage vs shields when stacking power bonuses.. Ditto for overload .. (damage vs shields will scale really well with extra power bonuses) The extra 15% vs syntetics did not manifest vs observer shield. Might be strictly a damage bonus vs syntetic health. 160 * (1 + 1 ) = 320 vs observer shield 160 * (1 + 0.5) * (1 + 1) = 480 cloak vs observer shield So only the base shield modifier is multiplicative? Do the tree evolutions contribute to the multiplicative bonus or function as an additional, separate, modifier? I've heard conflicting thoughts on this. Question also applies to other defense-modified powers (incinerate, flamethrower). Sorry if already asked; I did try searching the thread for this info first.
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Post by peddroelm on May 16, 2017 17:51:26 GMT
energy drain's built in damage bonus vs shields is multiplicative. Potential for very high damage vs shields when stacking power bonuses.. Ditto for overload .. (damage vs shields will scale really well with extra power bonuses) The extra 15% vs syntetics did not manifest vs observer shield. Might be strictly a damage bonus vs syntetic health. 160 * (1 + 1 ) = 320 vs observer shield 160 * (1 + 0.5) * (1 + 1) = 480 cloak vs observer shield So only the base shield modifier is multiplicative? Do the tree evolutions contribute to the multiplicative bonus or function as an additional, separate, modifier? I've heard conflicting thoughts on this. Question also applies to other defense-modified powers (incinerate, flamethrower). Sorry if already asked; I did try searching the thread for this info first. haven't tested this specifically but from what I've seen with other powers the "extra damage to shield" evolutions should stack with the default one .. *(1 + 1 + whatever extra vs shield 1 + whatever extra vs shield 2 ..)
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Post by Kenny Bania on May 16, 2017 18:01:24 GMT
ED can't AoE prime, other than that: yes. No AoE Prime for Energy Drain!?!?!?!?!? So I can't prime mobs with ED, like Nova?!? That blows. How sure are you about that? What about Barricade Electric Defense. Can it set multiple primes? It's a choice between getting ED to prime vs affecting an area in rank 5.
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Post by hanskey on May 16, 2017 18:35:26 GMT
No AoE Prime for Energy Drain!?!?!?!?!? So I can't prime mobs with ED, like Nova?!? That blows. How sure are you about that? What about Barricade Electric Defense. Can it set multiple primes? It's a choice between getting ED to prime vs affecting an area in rank 5. Doh!!! I'm sure this comes as no surprise, but I've only played my HuSent a couple of times because that was before Patch 1.06 and the powers were very meh and therefore am clearly not very familiar with her skill trees. :poop:
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Post by lennybusker on May 16, 2017 22:45:18 GMT
Just some neat little info about Kineticist Bowling. Table is considering the primer status of Pull/Held enemy versus the Throw target enemy. Only the same primer double combos throw up the immunity flag, meaning I'm pretty confident in saying that there is zero immunity going from one type of combo to the other. Logs: Cryo/Fire Double Combo HP, 1002184789, 0, 8DC486B0, 20000.000, 20000.000, 19100.000, -900.000 Throw Impact HP, 1002184789, 0, 8DC486B0, 20000.000, 20000.000, 19646.000, -354.000 Fire Barrel Explosion HP, 1002185288, 499, 8DC486B0, 20000.000, 20000.000, 19992.500, -7.500 HP, 1002185788, 500, 8DC486B0, 20000.000, 20000.000, 19992.500, -7.500 HP, 1002186287, 499, 8DC486B0, 20000.000, 20000.000, 19992.500, -7.500 HP, 1002186786, 499, 8DC486B0, 20000.000, 20000.000, 19992.500, -7.500 HP, 1002187145, 359, 8DC486B0, 20000.000, 20000.000, 19874.000, -126.000 Throw HP, 1002187161, 16, 8DC486B0, 20000.000, 20000.000, 19734.500, -265.500 Cryo Combo *.75 HP, 1002187161, 0, 9EA66D60, 25000.000, 25000.000, 24734.500, -265.500 Cryo Combo AOE HP, 1002187161, 0, 8DC486B0, 20000.000, 20000.000, 19100.000, -900.000 Collision HP, 1002187176, 15, 9EA66D60, 25000.000, 25000.000, 24010.000, -990.000 Collision HP, 1002187176, 0, 9EA66D60, 25000.000, 25000.000, 24734.500, -265.500 Fire Combo *.75 HP, 1002187176, 0, 8DC486B0, 20000.000, 20000.000, 19734.500, -265.500 Fire Combo AOE HP, 1002187660, 484, 8DC486B0, 20000.000, 20000.000, 19987.500, -12.500 Combo DOT HP, 1002187660, 0, 9EA66D60, 25000.000, 25000.000, 24987.500, -12.500
Tech/Tech Double Combo with Immunity HP, 1004393561, 50716, 8A4BE480, 783.750, 783.750, 713.750, -70.000 Throw HP, 1004393576, 15, 8A4BE480, 783.750, 783.750, 283.750, -500.000 Throw Impact HP, 1004393576, 0, 8A4BE480, 783.750, 783.750, 558.750, -225.000 Tech Barrel Explosion HP, 1004393592, 16, 98627F70, 783.750, 783.750, 558.750, -225.000 Tech Barrel Explosion HP, 1004394044, 452, 98627F70, 783.750, 783.750, 771.250, -12.500 Tech DOT HP, 1004394044, 0, 8A4BE480, 783.750, 783.750, 771.250, -12.500 HP, 1004394543, 499, 98627F70, 783.750, 783.750, 771.250, -12.500 HP, 1004394543, 0, 8A4BE480, 783.750, 783.750, 771.250, -12.500 HP, 1004395043, 500, 98627F70, 783.750, 783.750, 771.250, -12.500 HP, 1004395043, 0, 8A4BE480, 783.750, 783.750, 771.250, -12.500 HP, 1004395542, 499, 98627F70, 783.750, 783.750, 771.250, -12.500 HP, 1004395542, 0, 8A4BE480, 783.750, 783.750, 771.250, -12.500 HP, 1004396041, 499, 98627F70, 783.750, 783.750, 771.250, -12.500 HP, 1004396041, 0, 8A4BE480, 783.750, 783.750, 771.250, -12.500 HP, 1004396337, 296, 8A4BE480, 783.750, 783.750, 713.750, -70.000 Throw HP, 1004396353, 16, 8A4BE480, 783.750, 783.750, 615.000, -168.750 Tech Combo 1 HP, 1004396353, 0, 98627F70, 783.750, 783.750, 615.000, -168.750 Tech Combo 1 AOE HP, 1004396369, 16, 8A4BE480, 783.750, 783.750, 283.750, -500.000 Throw Impact HP, 1004396369, 0, 98627F70, 783.750, 783.750, 233.750, -550.000 Throw Impact HP, 1004396384, 15, 98627F70, 783.750, 783.750, 615.000, -168.750 Tech Combo 2 (target 2 is immune - no AOE) HP, 1004396556, 172, 98627F70, 783.750, 783.750, 771.250, -12.500 Combo DOT HP, 1004396556, 0, 8A4BE480, 783.750, 783.750, 771.250, -12.500 HP, 1004396852, 296, 98627F70, 783.750, 783.750, 771.250, -12.500 HP, 1004396868, 16, 8A4BE480, 783.750, 783.750, 771.250, -12.500 HP, 1004397055, 187, 98627F70, 783.750, 783.750, 771.250, -12.500
- Want to maximize your Kineticist combo damage? Prime the held enemy and the target enemy with different non-biotic primers!
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Post by JRandall0308 on May 16, 2017 22:52:26 GMT
Cryo why do you suck?
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Feneckus
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Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Baldur's Gate, Neverwinter Nights, Mass Effect Andromeda
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Post by Feneckus on May 16, 2017 23:46:17 GMT
Question about the Turian Agent's Recon Visor 6b evolution : Does it debuff armored targets by 25% or does it reduce enemy armor by 25% ?
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lennybusker
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Post by lennybusker on May 17, 2017 1:07:48 GMT
Question about the Turian Agent's Recon Visor 6b evolution : Does it debuff armored targets by 25% or does it reduce enemy armor by 25% ? Debuffs 25%. Full DR is still applied. DR is applied at the end of all other multiplicative calculations. docs.google.com/spreadsheets/d/12FgX1J0dlwNks__49P-8E9pu0jyUAcwdPf0wDQ1Epno/edit#gid=2132833406In other news... Combo Cooldown TestAsari Adept with enemy standing in Annihilation, spamming Throw as fast as possible (no power cooldowns mod)
HP 1009266439 246045 8250ECF0 783.75 783.75 129.25 -654.5 Widow
HP 1009277843 11404 8250ECF0 783.75 783.75 758.75 -25
HP 1009278248 405 8250ECF0 783.75 783.75 474.75 -309 Combo
HP 1009278248 0 8250ECF0 783.75 783.75 733.75 -50 Throw
HP 1009278342 94 8250ECF0 783.75 783.75 758.75 -25
HP 1009278404 62 8250ECF0 783.75 783.75 543.75 -240
HP 1009278935 531 8250ECF0 783.75 783.75 758.75 -25
HP 1009279106 171 8250ECF0 783.75 783.75 733.75 -50
HP 1009279434 328 8250ECF0 783.75 783.75 758.75 -25
HP 1009279637 203 8250ECF0 783.75 783.75 733.75 -50
HP 1009279933 296 8250ECF0 783.75 783.75 758.75 -25
HP 1009280308 375 8250ECF0 783.75 783.75 733.75 -50
HP 1009280432 124 8250ECF0 783.75 783.75 758.75 -25
HP 1009280838 406 8250ECF0 783.75 783.75 733.75 -50
HP 1009280932 94 8250ECF0 783.75 783.75 758.75 -25
HP 1009281337 405 8250ECF0 783.75 783.75 733.75 -50
HP 1009281431 94 8250ECF0 783.75 783.75 758.75 -25
HP 1009281805 374 8250ECF0 783.75 783.75 733.75 -50
HP 1009281930 125 8250ECF0 783.75 783.75 758.75 -25
HP 1009282367 437 8250ECF0 783.75 783.75 474.75 -309 Combo
HP 1009282382 15 8250ECF0 783.75 783.75 733.75 -50
HP 1009282429 47 8250ECF0 783.75 783.75 758.75 -25
HP 1009282897 468 8250ECF0 783.75 783.75 733.75 -50
HP 1009282928 31 8250ECF0 783.75 783.75 758.75 -25
HP 1009283443 515 8250ECF0 783.75 783.75 758.75 -25
HP 1009283443 0 8250ECF0 783.75 783.75 733.75 -50
HP 1009283927 484 8250ECF0 783.75 783.75 758.75 -25
HP 1009283942 15 8250ECF0 783.75 783.75 733.75 -50
HP 1009284442 500 8250ECF0 783.75 783.75 758.75 -25
HP 1009284473 31 8250ECF0 783.75 783.75 733.75 -50
HP 1009284941 468 8250ECF0 783.75 783.75 758.75 -25
HP 1009285003 62 8250ECF0 783.75 783.75 733.75 -50
HP 1009285440 437 8250ECF0 783.75 783.75 758.75 -25
HP 1009285502 62 8250ECF0 783.75 783.75 733.75 -50
HP 1009285939 437 8250ECF0 783.75 783.75 758.75 -25
HP 1009286033 94 8250ECF0 783.75 783.75 733.75 -50
HP 1009286438 405 8250ECF0 783.75 783.75 758.75 -25
HP 1009286563 125 8250ECF0 783.75 783.75 474.75 -309 combo
HP 1009286579 16 8250ECF0 783.75 783.75 733.75 -50
HP 1009286938 359 8250ECF0 783.75 783.75 758.75 -25
HP 1009287109 171 8250ECF0 783.75 783.75 733.75 -50
HP 1009287437 328 8250ECF0 783.75 783.75 758.75 -25
HP 1009287671 234 8250ECF0 783.75 783.75 733.75 -50
HP 1009287936 265 8250ECF0 783.75 783.75 758.75 -25
HP 1009288201 265 8250ECF0 783.75 783.75 733.75 -50
HP 1009288435 234 8250ECF0 783.75 783.75 758.75 -25
HP 1009288732 297 8250ECF0 783.75 783.75 733.75 -50
HP 1009288934 202 8250ECF0 783.75 783.75 758.75 -25
HP 1009289231 297 8250ECF0 783.75 783.75 733.75 -50
HP 1009289434 203 8250ECF0 783.75 783.75 758.75 -25
HP 1009289777 343 8250ECF0 783.75 783.75 733.75 -50
HP 1009289933 156 8250ECF0 783.75 783.75 758.75 -25
HP 1009290276 343 8250ECF0 783.75 783.75 733.75 -50
HP 1009290432 156 8250ECF0 783.75 783.75 758.75 -25
HP 1009290806 374 8250ECF0 783.75 783.75 474.75 -309 combo
HP 1009290806 0 8250ECF0 783.75 783.75 733.75 -50
HP 1009290931 125 8250ECF0 783.75 783.75 758.75 -25
Time difference between combos: 4.119s (previous Throw @3.557s) , 4.196s (previous Throw @ 3.666s), 4.243s (previous Throw @ 3.713). Cooldown time is pretty likely 4s. Alternating Combo TestKrogan Engineer, Incinerate at 6A. Spamming Overload and Incinerate alternatingly as fast as possible. HP 1011161134 874 931658A0 783.75 783.75 583.75 -200 Overload
HP 1011161898 764 931658A0 783.75 783.75 558.75 -225 Tech Combo
HP 1011161898 0 931658A0 783.75 783.75 311.25 -472.5 Incinerate
HP 1011162397 499 931658A0 783.75 783.75 753.375 -30.375
HP 1011162397 0 931658A0 783.75 783.75 771.25 -12.5
HP 1011162397 0 931658A0 783.75 783.75 583.75 -200 Overload
HP 1011162413 16 931658A0 783.75 783.75 429.75 -354 Fire Combo
HP 1011162896 483 931658A0 783.75 783.75 771.25 -12.5
HP 1011162896 0 931658A0 783.75 783.75 771.25 -12.5
HP 1011163302 406 931658A0 783.75 783.75 311.25 -472.5 Incinerate
HP 1011163396 94 931658A0 783.75 783.75 771.25 -12.5
HP 1011163396 0 931658A0 783.75 783.75 771.25 -12.5
HP 1011163786 390 931658A0 783.75 783.75 753.375 -30.375
HP 1011163801 15 931658A0 783.75 783.75 583.75 -200 Overload
HP 1011163895 94 931658A0 783.75 783.75 771.25 -12.5
HP 1011163895 0 931658A0 783.75 783.75 771.25 -12.5
HP 1011164285 390 931658A0 783.75 783.75 753.375 -30.375
HP 1011164394 109 931658A0 783.75 783.75 771.25 -12.5
HP 1011164394 0 931658A0 783.75 783.75 771.25 -12.5
HP 1011164753 359 931658A0 783.75 783.75 311.25 -472.5 Incinerate
HP 1011164784 31 931658A0 783.75 783.75 753.375 -30.375
HP 1011164893 109 931658A0 783.75 783.75 771.25 -12.5
HP 1011164893 0 931658A0 783.75 783.75 771.25 -12.5
HP 1011165299 406 931658A0 783.75 783.75 753.375 -30.375
HP 1011165392 93 931658A0 783.75 783.75 771.25 -12.5
HP 1011165424 32 931658A0 783.75 783.75 583.75 -200 Overload
HP 1011165798 374 931658A0 783.75 783.75 753.375 -30.375
HP 1011165892 94 931658A0 783.75 783.75 771.25 -12.5
HP 1011166297 405 931658A0 783.75 783.75 753.375 -30.375
HP 1011166360 63 931658A0 783.75 783.75 558.75 -225 Tech Combo
HP 1011166360 0 931658A0 783.75 783.75 311.25 -472.5 Incinerate
HP 1011166391 31 931658A0 783.75 783.75 771.25 -12.5
HP 1011166796 405 931658A0 783.75 783.75 753.375 -30.375
HP 1011166828 32 931658A0 783.75 783.75 583.75 -200 Overload
HP 1011166828 0 931658A0 783.75 783.75 429.75 -354 Fire Combo
HP 1011166874 46 931658A0 783.75 783.75 771.25 -12.5
HP 1011166890 16 931658A0 783.75 783.75 771.25 -12.5
HP 1011167358 468 931658A0 783.75 783.75 771.25 -12.5
HP 1011167389 31 931658A0 783.75 783.75 771.25 -12.5
HP 1011167701 312 931658A0 783.75 783.75 311.25 -472.5 Incinerate
HP 1011167857 156 931658A0 783.75 783.75 771.25 -12.5
HP 1011167888 31 931658A0 783.75 783.75 771.25 -12.5
HP 1011168200 312 931658A0 783.75 783.75 753.375 -30.375
HP 1011168356 156 931658A0 783.75 783.75 771.25 -12.5
HP 1011168388 32 931658A0 783.75 783.75 771.25 -12.5
HP 1011168403 15 931658A0 783.75 783.75 583.75 -200 Overload
HP 1011168684 281 931658A0 783.75 783.75 753.375 -30.375
HP 1011168856 172 931658A0 783.75 783.75 771.25 -12.5
HP 1011168902 46 931658A0 783.75 783.75 771.25 -12.5
HP 1011169199 297 931658A0 783.75 783.75 753.375 -30.375
HP 1011169199 0 931658A0 783.75 783.75 311.25 -472.5 Incinerate
Time difference between same class combos = 4.462, 4.415. Time between Tech and Fire combos = .515s, .468s (limited by skill rotation). Kineticist multi-combo test above shows no delay in being hit between different category combos. tl;dr - Combo cooldown (enemy immunity to combo damage after being directly detonated) from same type of combo is 4s. There is no cooldown from one type of combo to another type, unless you attempt to start the rotation over again in under 4s.
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srkm00b
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Post by srkm00b on May 17, 2017 1:30:15 GMT
After more combat log testing of Flak Cannon, there was a flaw in the original calculations. Loss of damage of around 600-800 damage. Thanks to capn233 for bringing this flaw to my attention. The shrapnel hits appear to scale off distance from the target. The numbers previous calculated was the MAX value for each shrapnel hit, scaling down to a minimum of 50%. Damage was averaged at 75%. Below is the corrected math on it. Combat logs confirmed other numbers are correct for a target being directly impacted by Flak. For a target not hit directly by the initial projectile, by itself, it appears to take 50% of the impact damage, the shrapnel, and DOT if applicable. More testing is needed when hitting multiple targets, as it appears some targets follow the 50% impact rule and others appear to be scaled off distance. 250 Main 85 Shrapnel 100 DOT over 8s 40% Flak 3 50% Flak 4A 40% Munitions Training 4B 30% Enhanced Munitions Equipment 160% Total Power Damage Bonus 75% Armor Flak 5A -30% Shrapnel vs Armor 250 * (1+.4+.5+.4+.3) * (1+.75) = 1137.5 Initial Flak Hit 85 * (1+.4+.5+.4+.3) * (1+.75-.3) = 309.4 each Flak * 8 * .75 = 2475.2 1856.4 Shrapnel Damage // Adjusted for 75% damage for distance scaling 100 * (1+.4+.5+.4+.3) * (1+.75) * 8s = 3640 Shredder DOT TOTAL DAMAGE: 7252.7 6633.9 vs Armor
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