Biotic Combos: Primers

Lifted targets

  • Prime intensity = 100%
  • This is the vanilla biotic prime, only applies to unprotected targets lifted by Singularity, Lift, Slam.
  • Only while they are being lifted by the power.

Reave

  • Prime intensity = 45-80%, depending on power rank.
  • Prime duration = 8 seconds.

Singularity
  • Prime intensity = 45-80%, depending on power rank.
  • Prime duration = 8 seconds.
  • Only vs. protected targets (with Armor, Shield, or Barrier). Otherwise they get the Lifted effect.

Warp
  • Prime intensity = 30-60%, depending on power rank.
  • Prime duration = 8 seconds.


Notes:
  • Powers that can both Prime and Detonate (Warp and Reave), will not re-prime a target if they just detonated it.
  • Prime intensity multiplies the damage of the detonation. Force and Radius only depend on the Detonator power (see below).
  • Primed targets should generally get a purple-ish glowing visual effect (see pictures). However this is not absolutely reliable: it is possible that the visual effect doesn't apply at all, gets eliminated early by another visual effect, or doesn't wear off after the target is detonated.
  • The bonus damage from Warp Ammo is increased on primed targets, depending on prime intensity (so x2 on Lifted targets as in vanilla, x1.3 on targets primed with Rank 1 Warp). This only applies to unprotected targets (no Armor/Shields/Barrier): an armored target can be primed by Warp but it won't multiply the Warp Ammo damage until defenses are stripped.
  • The vanilla prime was taken as reference and is stronger than all the new priming options this mod gives. Warp is a weaker primer than Reave and Singularity.


Biotic Combos: Detonators

Warp
  • Radius = 300-700.
  • Force = 400-700
  • Damage = 120-200 (x2 Armor-Barrier)
  • All same as vanilla.

Shockwave
  • Radius = 300-700
  • Force = 300-700
  • Damage = 125-300 (x1.5 Barrier)

Reave
  • Radius = 500-1400
  • Force = 300
  • Damage = 60-110 (x2 Armor-Barrier)

Throw
  • Radius = 300-750
  • Force = 750-1800
  • Damage = 75-180 (x1.5 Barrier)

Notes:
  • The Radius, Force, and Damage values depend on the rank of the power, and the chosen evolution at rank 4 (e.g. radius evolution on the base power will give larger detonation radius).
  • For damage, base values are given, before any and all modifiers (comparable to what is shown on vanilla power descriptions).
  • Damage gets multiplied by the Prime intensity, depending on how the target was primed.
  • The Force of the detonation is only applied to unprotected enemies within the detonation radius (as in vanilla).
  • The effect/damage of the detonation is first be applied to the target itself, and any enemy within the radius. And then the vanilla effect/damage of the power itself will apply to the target. So for example, if an enemy has only a small amount of armor/shields/barrier left, and is detonated with Throw, the detonation will take off the armor, and then Throw will send it flying.
  • If an enemy within the detonation radius is also primed, it will take more damage from the detonation, but will lose its priming as well (as in vanilla). So biotic detonations cannot be chained.
  • Powers can detonate themselves (Warp can detonate a target primed by Warp), but not detonate and prime in a single cast.
  • The vanilla detonator Warp was taken as reference, and is one of the strongest detonators, with Shockwave. Reave and Throw detonations do less damage, but in a larger radius, or with a larger Force, respectively.



Shared or Individual Cooldowns

This mod allows to switch at will between two cooldown systems, via console commands.

  • The console command cooldown_s sets Shared Cooldown mode (for Shepard and squadmates). The cooldown durations are mostly the same as in vanilla, although a few have been slightly modified (e.g. Singularity is 6 seconds instead of 4.5 seconds on Shepard, Combat Drone is 20s instead of 30s on Tali, etc).
  • The console command cooldown_i sets Individual Cooldown mode (for Shepard and squadmates). The cooldown durations are generally increased compared to vanilla, by different amounts. However, some powers (notably the Ammo powers, Adrenaline Rush, Tactical Cloak, and Biotic Charge) do keep the vanilla cooldown durations.

By default (with the mod installed), the cooldowns will be in Individual mode. To play in Shared Cooldown mode, the console command must be used every time the game is booted. Only once when booted: unlike some other console commands, these willl be remembered through loading screens etc.

Note that the effect of these console commands will be delayed if some of the powers (of Shepard or squadmates) are currently on cooldown, until all powers are off cooldown.

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