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Post by fikraag7 on May 17, 2017 6:42:05 GMT
Did some testing today; although I do not have the parser each test was repeated at least four or five times in a private solo game against the listed health values: - Black Widow, Valiant, Widow, Dhan have a +0.7 Weapon Weak Point Modifier (for a total of 2.1)
- Halberd, Sandstorm, and Ushior have a +0.25 Weapon Weak Point Modifier (for a total of 1.65)
- Naladen does not have hipfire damage penalty and can deal extra damage when hitting weak points
- "Go For the Eyes" Apex mission: -50% weapon damage penalty does not apply when hitting weak points, it will only apply when shot does not hit weak point
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SentinelBorg
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Post by SentinelBorg on May 17, 2017 12:53:44 GMT
Did some testing today; although I do not have the parser each test was repeated at least four or five times in a private solo game against the listed health values: - Black Widow, Valiant, Widow, Dhan have a +0.7 Weapon Weak Point Modifier (for a total of 2.1)
- Halberd, Sandstorm, and Ushior have a +0.25 Weapon Weak Point Modifier (for a total of 1.65)
- Naladen does not have hipfire damage penalty and can deal extra damage when hitting weak points
- "Go For the Eyes" Apex mission: -50% weapon damage penalty does not apply when hitting weak points, it will only apply when shot does not hit weak point
Thanks for your effort. Great thing to see that they also buffed the Black Widow and Valiant. Withouth the 2.1 HS multiplier they wouldn't stand a chance against the Vanquisher. Time to use the BW IV I got yesterday.
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Post by Arilou on May 17, 2017 14:58:11 GMT
- Naladen does not have hipfire damage penalty and can deal extra damage when hitting weak points
That actually means the Naladen is a terrific close range weapon that outclasses most shotguns. Not to mention it's not a bad SR either.
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Post by JRandall0308 on May 17, 2017 15:07:05 GMT
Pity 'bout the giant smoke cloud.
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Post by akots on May 17, 2017 15:09:36 GMT
I tried naladen on gold sniper apex mission with human infiltrator. It was very good with disruptor ammo although I have it only at level 1. Blows up all the observers in two shots. But team mates are probably going to hate it. I certainly hate when somebody is using it in a pug.
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Post by Stinja on May 17, 2017 16:39:48 GMT
Pity 'bout the giant smoke cloud. That's the best part! I, for one, welcome our new PUG-trolling overlord-gun. Sadly it doesn't penetrate cover using the Turian Visor (tested in another thread).
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Post by ramsen on May 17, 2017 17:54:48 GMT
Did some testing today; although I do not have the parser each test was repeated at least four or five times in a private solo game against the listed health values: - Black Widow, Valiant, Widow, Dhan have a +0.7 Weapon Weak Point Modifier (for a total of 2.1)
- Halberd, Sandstorm, and Ushior have a +0.25 Weapon Weak Point Modifier (for a total of 1.65)
- Naladen does not have hipfire damage penalty and can deal extra damage when hitting weak points
- "Go For the Eyes" Apex mission: -50% weapon damage penalty does not apply when hitting weak points, it will only apply when shot does not hit weak point
Surprised the Naladen has weakspot damage. Do you know the headshot bonus for Valkyrie? (edit: it's 1.65)
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Post by srkm00b on May 17, 2017 17:54:58 GMT
Pity 'bout the giant smoke cloud. Trying to use the NaladenIn all seriousness, I do bring numbers. Tested some Snap Freeze stuff. The damage really SNOWBALLS. GIF of reactionGoogle Sheet LogTo trigger this effect: - 2 targets MUST be frozen. Killing one will trigger a Snap Freeze that kills the second frozen target. This begins the chain.
- One target must survive the current Snap Freeze for the chain to continue, and a frozen one must die.
- The target that died will trigger a new snap freeze. The one that survived is already frozen, being affected by snap freeze. This target now dies, and initiates a new Snap Freeze.
NOTE: Disregard the damage column of the log being displayed in the gif. I didn't double check to make sure the overlay was on for the damage column. The log in the Sheet is correct. EDIT: Clarified on point 1 and how it relates to starting the chain reaction.
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Post by Arilou on May 17, 2017 22:09:17 GMT
Coincides with my experience. That means with Snap Freeze evolution it's often better to "detonate" the frozen target with your gun instead of Overload. Detonating a tech combo removes the frozen effect and thus prevents the shatter damage.
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fikraag7
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Post by fikraag7 on May 18, 2017 6:56:27 GMT
Testing shield gate for effective HP (i.e. how much damage to OHK enemies); the shield gate percentage/fraction appears to be 0.59 (i.e. 59% of the damage after breaking shields will go through to damage health). This applies for all difficulties. (Please note - was not using parser)
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Post by peddroelm on May 18, 2017 7:39:12 GMT
naladen test. no hipfire penalties. 40% applied as impact vs main target (can get +0.7 weakspot bonus) + 60% as AOE(can hit additional targets). Attacking ground will only appply the 60% AOE component. So at best hitting the main target (with not weakspot modifiers) hit in the weakspot * (0.4 * (1.4+0.7) + 0.6 ) = *1.44 total damage vs main target and *0.6 vs targets hit by the AOE blast .. naladen 1 650 base 0.10 SR gear + 0.09 add on WD
650 * 0.4 * (1 + 0.19) = 309.4 650 * 0.6 * (1 + 0.19) = 464.1 650 * 0.4 * (1 + 0.19) * (1.4 + 0.7) = 649.74
649.740 // HS HP, 3008703, 0, 91507720, 2256.250, 2256.250, 1792.150, -464.100 // AOE HP, 3008718, 15, 9660ED00, 2256.250, 2256.250, 1792.150, -464.100 // AOE
HP, 3291296, 11187, 8573EC40, 2256.250, 2256.250, 1606.510, -649.740 // HS HP, 3291312, 16, 8573EC40, 2256.250, 2256.250, 1792.150, -464.100 // AOE
HP, 3557765, 3765, 9660ED00, 2256.250, 2256.250, 1946.850, -309.400 // Body impact HP, 3557765, 0, 9660ED00, 2256.250, 2256.250, 1792.150, -464.100 // AOE
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Post by Kenny Bania on May 18, 2017 8:03:11 GMT
Apologies if this has been covered, but does the Elemental Tech debuff apply to fire and cryo combos? Also, shouldn't this thread should be pinned? SofaJockey DragonRacer Gecko
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Post by lennybusker on May 18, 2017 10:14:04 GMT
Apologies if this has been covered, but does the Elemental Tech debuff apply to fire and cryo combos? Also, shouldn't this thread should be pinned? SofaJockey DragonRacer Gecko Yup. ET will boost tech, fire, and cryo combos.
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Post by Kenny Bania on May 18, 2017 10:18:29 GMT
Apologies if this has been covered, but does the Elemental Tech debuff apply to fire and cryo combos? Also, shouldn't this thread should be pinned? SofaJockey DragonRacer Gecko Yup. ET will boost tech, fire, and cryo combos. Sweet!
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Post by peddroelm on May 18, 2017 10:25:53 GMT
*Invasion provides a powerful damage debuff with 15 second LONG duration - for MAIN TARGETs ONLY not for targets the "DOT" jumped after main targets died) . If is target killed during while damage ticks available and suitable host near enough - infection (damage ticks) will jump to new HOSTS but NOT THE DEBUFF. *Hits 4 times (~0.15 second delay) very fast acting DOT, last 3 hits benefit from its own debuff [sometimes hits up to 7 times with Support Systems 4a Tech Duration]. Inconsistent DOT duration observed with SS 4a Maybe RNG maybe 4a just bugs out most of the time ?. Dot tick damage = 30 * (1 + sum power bonuses) * (1 + sum debuffs on target). The damage inflicted is lackluster (can be used for kill steal but COOLDOWN..), the damage debuff applied is significant.
DEBUFF AMOUNT affected by Support Systems Rank2 (support 0.2) and Rank 5a (support systems 0.3) : Invasion 0.3 || SS 2 0.3 * (1 + 0.2) = 0.36 || SS 5a 0.3 * (1 + 0.2 + 0.3) = 0.45 Invasion 5b 0.4 || SS 2 0.4 * (1 + 0.2) = 0.48 || SS 5a 0.4 * (1 + 0.2 + 0.3) = 0.6
60% AOE damage debuff with long duration is nothing to sneeze at.
EDIT I did not test 5a epidemic 6a virulence and 6b sabotage yet .
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Post by lennybusker on May 18, 2017 11:00:37 GMT
Bad news about Cryo Combos and armor. So here's how you'd expect cryo debuffing armor to interact with +bonus damage to armor skills. HP, 1134814203, 1498, A5DC1AD0, 4750.000, 4750.000, 3650.000, -1100.000 //Sticky Pariah HP, 1134858663, 1029, A5DC1AD0, 4750.000, 4750.000, 3100.000, -1650.000 //Sticky frozen pariah (1100 * 1.5)
HP, 1135024477, 165798, A47D6DF0, 1900.000, 1900.000, 1550.000, -350.000 //incinerate adhi HP, 1135024976, 499, A47D6DF0, 1900.000, 1900.000, 1877.500, -22.500 HP, 1135025475, 499, A47D6DF0, 1900.000, 1900.000, 1877.500, -22.500 HP, 1135025990, 515, A47D6DF0, 1900.000, 1900.000, 1877.500, -22.500 HP, 1135026473, 483, A47D6DF0, 1900.000, 1900.000, 1877.500, -22.500
HP, 1134659356, 17565, A5DC1AD0, 4750.000, 4750.000, 4190.000, -560.000 // incinerate Pariah (350 * 1.6) HP, 1134659856, 500, A5DC1AD0, 4750.000, 4750.000, 4714.000, -36.000 HP, 1134660355, 499, A5DC1AD0, 4750.000, 4750.000, 4714.000, -36.000 HP, 1134660854, 499, A5DC1AD0, 4750.000, 4750.000, 4714.000, -36.000 HP, 1134661353, 499, A5DC1AD0, 4750.000, 4750.000, 4714.000, -36.000
HP, 1134686329, 94, A5DC1AD0, 4750.000, 4750.000, 4698.600, -51.400 Equalizer cryo ammo - frozen HP, 1134688529, 2200, A5DC1AD0, 4750.000, 4750.000, 3910.000, -840.000 Incinerate (350 * 1.6 * 1.5) HP, 1134689028, 499, A5DC1AD0, 4750.000, 4750.000, 4708.900, -41.100 HP, 1134689527, 499, A5DC1AD0, 4750.000, 4750.000, 4713.400, -36.600 HP, 1134690026, 499, A5DC1AD0, 4750.000, 4750.000, 4714.000, -36.000 HP, 1134690525, 499, A5DC1AD0, 4750.000, 4750.000, 4714.000, -36.000
A frozen armor enemy, in this case from Cryo Ammo I, gets a 50% armor debuff. You can see this in the Sticky Grenade result. Incinerate does 60% bonus damage to armor at rank 1, as seen in the hit on Pariah vs the hit on Adhi. Put Frozen together with Incinerate, and you get 1.5 * 1.6. Aces. Now here's how it works when you combo the frozen armored enemy. Cryo Beam 1 HP 1087826468 141 9662B0D0 4750 4750 4720 -30 //Cryo Beam Agent - frozen HP 1087828168 1700 9662B0D0 4750 4750 4450 -300 //Overload Agent (50% debuff in effect) HP 1087828184 16 9662B0D0 4750 4750 3730 -1020 //Cryo Combo (680 * 1.5) HP 1087828184 0 95A2A320 1900 1900 1220 -680 //Cryo Combo Adhi HP 1087851865 23681 9662B0D0 4750 4750 4550 -200 //Fresh Overload on Agent
Cryo Beam 5A HP 1088493310 3932 97584D40 4750 4750 4550 -200 //Overload Anarchist HP 1088515321 202 97584D40 4750 4750 4696 -54 //Cryo Beam (target now frozen) HP 1088516850 1529 97584D40 4750 4750 4320 -430 //Overload Anarchist (200 * 2.15) HP 1088516866 16 97584D40 4750 4750 3730 -1020 //Cryo Combo (680 * 1.5) HP 1088516881 15 963998D0 1900 1900 1220 -680 //Cryo Combo Adhi
The combo does not receive the bonus from the frozen armor debuff. Tested with detonators that land before the combo and detonators that land after the combo, same result. A good thing to test would be taking a friend with Turian Agent in to use his Recon Visor debuff, and then fire or cryo combo the armored, debuffed target to see if they get the standard 1.5 combo bonus to armor or if they get 1.5 * recon debuff. But, across multiple characters, and starting from cryo beam, cryo ammo, and cryo barrel (also tested), you can't get combo * debuff. Actually it probably wouldn't hurt to check all debuffs on armored targets vs combo damage. I just did combo debuff tests yesterday but if it wasn't specifically for debuffing armor, I didn't test it on armor. ed: Just tested really quickly:
Human Soldier Munitions Training 6A with incendiary ammo
HP 1137305648 62 95E18820 1900 1900 1801.383 -98.617 //Hurricane Adhi- debuffed HP 1137305710 62 95E18820 1900 1900 1801.383 -98.617 HP 1137306085 375 95E18820 1900 1900 1825.6 -74.4 HP 1137306178 93 95E18820 1900 1900 1056.8 -843.2 //Fire Combo * 1.24 HP 1137306210 32 95E18820 1900 1900 1379.2 -520.8 //Concussive Shot * 1.24
HP 1137427032 78 98B66D80 4750 4750 4671.383 -78.617 //Hurricane Anarchist HP 1137427329 297 98B66D80 4750 4750 3485.2 -1264.8 //Fire Combo * 1.5 * 1.24 HP 1137427329 0 98B66D80 4750 4750 4229.2 -520.8 //Concussive Shot * 1.24
Looking like this is just about cryo debuff then. Poor cryo, gets shit on so many times.
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Post by konfeta on May 18, 2017 13:07:17 GMT
*Invasion provides a powerful damage debuff with 15 second LONG duration - for MAIN TARGETs ONLY not for targets the "DOT" jumped after main targets died) . If is target killed during while damage ticks available and suitable host near enough - infection (damage ticks) will jump to new HOSTS but NOT THE DEBUFF. *Hits 4 times (~0.15 second delay) very fast acting DOT, last 3 hits benefit from its own debuff [sometimes hits up to 7 times with Support Systems 4a Tech Duration]. Inconsistent DOT duration observed with SS 4a Maybe RNG maybe 4a just bugs out most of the time ?. Dot tick damage = 30 * (1 + sum power bonuses) * (1 + sum debuffs on target). The damage inflicted is lackluster (can be used for kill steal but COOLDOWN..), the damage debuff applied is significant. DEBUFF AMOUNT affected by Support Systems Rank2 (support 0.2) and Rank 5a (support systems 0.3) : Invasion 0.3 || SS 2 0.3 * (1 + 0.2) = 0.36 || SS 5a 0.3 * (1 + 0.2 + 0.3) = 0.45 Invasion 5b 0.4 || SS 2 0.4 * (1 + 0.2) = 0.48 || SS 5a 0.4 * (1 + 0.2 + 0.3) = 0.6 60% AOE damage debuff with long duration is nothing to sneeze at. Power Restoration/Defense stat affects damage taken debuff potency? The wut in the wut? What about the damage dealt debuff? Also, when you say the debuff doesn't jump to new targets, you mean both the damage taken and the damage dealt debuff, or just one of those? Shame this means that Virulence and Epidemic aren't worth it. Was hoping it would be a cooler power than just a fancy debuff curse.
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Post by tyrion26 on May 18, 2017 13:22:17 GMT
Pity 'bout the giant smoke cloud. Trying to use the NaladenIn all seriousness, I do bring numbers. Tested some Snap Freeze stuff. The damage really SNOWBALLS. GIF of reactionGoogle Sheet LogTo trigger this effect: - 2 targets MUST be frozen. Killing one will trigger a Snap Freeze that kills the second frozen target. This begins the chain.
- One target must survive the current Snap Freeze for the chain to continue, and a frozen one must die.
- The target that died will trigger a new snap freeze. The one that survived is already frozen, being affected by snap freeze. This target now dies, and initiates a new Snap Freeze.
NOTE: Disregard the damage column of the log being displayed in the gif. I didn't double check to make sure the overlay was on for the damage column. The log in the Sheet is correct. EDIT: Clarified on point 1 and how it relates to starting the chain reaction. Does taking increased combo damage have any effect of snap freeze damage if you shatter a frozen target with your gun instead of combo? I'm guessing no but wondering if anyone tested.
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Post by peddroelm on May 18, 2017 13:23:30 GMT
... Shame this means that Virulence and Epidemic aren't worth it. Was hoping it would be a cooler power than just a fancy debuff curse. > Power Restoration/Defense stat affects damage taken debuff potency? The wut in the wut? What about the damage dealt debuff? Didn't test what that does. Already wasted 2 respecs on this trying to figure out the cause for the variable debuff amount. >Also, when you say the debuff doesn't jump to new targets, you mean both the damage taken and the damage dealt debuff, or just one of those? Damage can jump to new target (rarely happens since damage is low), debuff dies with target.
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Post by srkm00b on May 18, 2017 14:08:51 GMT
... Shame this means that Virulence and Epidemic aren't worth it. Was hoping it would be a cooler power than just a fancy debuff curse. > Power Restoration/Defense stat affects damage taken debuff potency? The wut in the wut? What about the damage dealt debuff? Didn't test what that does. Already wasted 2 respecs on this trying to figure out the cause for the variable debuff amount. >Also, when you say the debuff doesn't jump to new targets, you mean both the damage taken and the damage dealt debuff, or just one of those? Damage can jump to new target (rarely happens since damage is low), debuff dies with target. The only thing I could find self buffed was ET @ the listed 35% increase. Brings it to 2000.7 damage. Other "debuff" class multipliers possibly apply like Expose. EDIT: Fixed a glitch in the Matrix.
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Post by rlro on May 18, 2017 14:36:00 GMT
*Invasion provides a powerful damage debuff with 15 second LONG duration - for MAIN TARGETs ONLY not for targets the "DOT" jumped after main targets died) . If is target killed during while damage ticks available and suitable host near enough - infection (damage ticks) will jump to new HOSTS but NOT THE DEBUFF. *Hits 4 times (~0.15 second delay) very fast acting DOT, last 3 hits benefit from its own debuff [sometimes hits up to 7 times with Support Systems 4a Tech Duration]. Inconsistent DOT duration observed with SS 4a Maybe RNG maybe 4a just bugs out most of the time ?. Dot tick damage = 30 * (1 + sum power bonuses) * (1 + sum debuffs on target). The damage inflicted is lackluster (can be used for kill steal but COOLDOWN..), the damage debuff applied is significant. DEBUFF AMOUNT affected by Support Systems Rank2 (support 0.2) and Rank 5a (support systems 0.3) : Invasion 0.3 || SS 2 0.3 * (1 + 0.2) = 0.36 || SS 5a 0.3 * (1 + 0.2 + 0.3) = 0.45 Invasion 5b 0.4 || SS 2 0.4 * (1 + 0.2) = 0.48 || SS 5a 0.4 * (1 + 0.2 + 0.3) = 0.6 60% AOE damage debuff with long duration is nothing to sneeze at. Peddro, Can you clarify how the Debuff Amount is affected by Support Systems 5A? The description of 5A says 20% more shields/health and 30% more power restoration and defense.
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Post by srkm00b on May 18, 2017 14:40:49 GMT
*Invasion provides a powerful damage debuff with 15 second LONG duration - for MAIN TARGETs ONLY not for targets the "DOT" jumped after main targets died) . If is target killed during while damage ticks available and suitable host near enough - infection (damage ticks) will jump to new HOSTS but NOT THE DEBUFF. *Hits 4 times (~0.15 second delay) very fast acting DOT, last 3 hits benefit from its own debuff [sometimes hits up to 7 times with Support Systems 4a Tech Duration]. Inconsistent DOT duration observed with SS 4a Maybe RNG maybe 4a just bugs out most of the time ?. Dot tick damage = 30 * (1 + sum power bonuses) * (1 + sum debuffs on target). The damage inflicted is lackluster (can be used for kill steal but COOLDOWN..), the damage debuff applied is significant. DEBUFF AMOUNT affected by Support Systems Rank2 (support 0.2) and Rank 5a (support systems 0.3) : Invasion 0.3 || SS 2 0.3 * (1 + 0.2) = 0.36 || SS 5a 0.3 * (1 + 0.2 + 0.3) = 0.45 Invasion 5b 0.4 || SS 2 0.4 * (1 + 0.2) = 0.48 || SS 5a 0.4 * (1 + 0.2 + 0.3) = 0.6 60% AOE damage debuff with long duration is nothing to sneeze at. Peddro, Can you clarify how the Debuff Amount is affected by Support Systems 5A? The description of 5A says 20% more shields/health and 30% more power restoration and defense. Looking at his math, it looks like it's based off Power Restoration / Defense. 20% from rank 2 and 30% in 5A
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Post by varicite on May 18, 2017 15:38:37 GMT
So Operator is still useful for debuffing bosses, but not nearly as useful overall as everyone assumed..
Honestly, that just makes me even less interested in his kit, as the abilities are good, but not really all that much fun.
Would rather just play asari sent who restores shields while ccing all the things.
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Nov 28, 2017 15:18:56 GMT
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To troll or not to pug, that's the question
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February 2017
n7mith
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Mass Effect Andromeda
Mith0810
N7Mith
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Post by N7Mith on May 18, 2017 15:39:55 GMT
Can we all specify debuff (Deal more damage to enemies) and nerf (make enemies do less damage)? It would save a lot of confusion.
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capn233
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capn233
Mass Effect Trilogy, Dragon Age: Origins, Dragon Age Inquisition, Mass Effect Andromeda
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Post by capn233 on May 18, 2017 16:09:30 GMT
Can we all specify debuff (Deal more damage to enemies) and nerf (make enemies do less damage)? It would save a lot of confusion. I guess I always considered anything that weakened an enemy stat a debuff.
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