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Bioshock 2 unstable plasmid
Bioshock 2 unstable plasmid









bioshock 2 unstable plasmid
  1. #Bioshock 2 unstable plasmid cracked
  2. #Bioshock 2 unstable plasmid upgrade
  3. #Bioshock 2 unstable plasmid series

#Bioshock 2 unstable plasmid series

After all, this is the series that had you take a golf club to its own illusions last time out. But then, it shouldn't come as a surprise to discover the Big Sister is not the main baddy in BioShock 2 despite what we've been encouraged to think. Personally I prefer the speargun anyway, basic spears are much like solidslugs in damage except you never run out of them and solidslugs are a very pricey ammo type.Sisters are not doing it for themselves. One thing I wish I did know was exactly what controls the random electric attacks of the fully upgraded shotgun.ģ upgrades is a big investment but it seems the chance is just much lower than I'd like. This is something i've not had any luck finding so I know that things exist I have not uncovered. Opposite to buckshot is that if the dmg wasn't per pellet the phosphur buck would be doing much less than what it does when we use them in combat, so i'm pretty confident on this. I don't believe buckshot is per pellet or the damage would be too high for what it is doing in battle, just 2 pellets would outdamage the solidslugs.Įach pellet of the phosphour buck does do individual damage when it bursts, this can also be seen in camera research as each pellet can burst for 20 bonus points, 120 if all 6 stick to a target. Now I can see that heavy rivets or solidslugs that generally do higher damage overall, they are still more focused on antiarmor and antipersonnel.īurst ammo ion laser are knowingly better now with electric flesh equipped

#Bioshock 2 unstable plasmid cracked

My in game tests were troubled for judging weapons damage, I knew enemies had mixed lists of resistances but I expected ammo to just work like it did in the first game where ammo generally fit all of the damage it did into one single damage type which is totally not the case in this game and until I cracked the files wasn't even something I had thought to consider. Some stuff i'm still uncertain on like how strong the tesla or heated rivet special gun upgrades actually are. Since then i've done much better at reading the files from the steam version which were hard too parse compared to the first game. Made a few posts over the years covering background stats for things like plasmid costs as they were less detailed online for Bioshock 2 like plasmid eve costs or what the various difficult settings actually did. Mini-turret bullets = 6.5 Piercing (or 1 dmg to the player if you get hit by it) Maximum = 35 Electric, 135 AntiPersonnel, 55 ArmorPiercing Thermal cell = 4 Piercing, 5 Heat, 10 Ignitionīurst cells come with 3 levels of charged shots when fired Laser cell = 5 Piercing, 1 AntiPersonnel, 1 ArmorPiercing

#Bioshock 2 unstable plasmid upgrade

The Grenade Launcher has a cluster bomb upgrade which do 50 Explosive each or just 10 for the Proximity mine's version.

bioshock 2 unstable plasmid

Heat-Seeking Rockets = 50 Piercing, 200 Explosive Proximity Mine = 50 Piercing, 180 Explosive Should any water become electrified by it you do another 75 electric to anyone standing in it.įrag grenade = 75 Piercing, 150 Explosive Trap spear wire = 200 Electric or 30 self damage to the player. Trap spear direct hit = 60 Piercing, 15 AntiPersonnel, Rocket spear = 50 Piercing, the explosion is 175 (or 30 to the player) Targets burn for 2.25 seconds or less if they have the right resistance.īasic spear = 55 Piercing, 15 AntiPersonnel, 10 ArmorPiercing Phosphorus = 1 Piercing, 15 Explosive, 5 Heat, Solidslugs = 60 Piercing, 20 AntiPersonnel, 5 ArmorPiercing 32 Piercing when someone triggers the deployed trap version.Īntipersonnel ammo = 15 Piercing, 4 AntiPersonnelĪrmor Piercing ammo = 13 Piercing, 6 ArmorPiercing Trap rivet = 5 Piercing when you directly shoot them at people. Heavy rivet = 4 Piercing, 10 AntiPersonnel, 16 ArmorPiercing Generic gun melee swing = 25, Drill swing = 40, Drill spinning and consuming fuel = 15.ĭrill Dash = 50 Dash damage, 30 AntiPersonnel damage One example might be a Drill dash on a enemy, the first listed damage of 50 is boosted by x1.5 but the second damage type of 30 works like normal (105 damage is being done and not 120) Weapons deal a combined total of all damage types listed for them but a target in combat might take less damage if they have resistance to one or all of them. Melee attacks and thrown objects don't score additional headshot damage. Laser cell+Thermal cell x1.2, Burst cell x1.3

bioshock 2 unstable plasmid

Carefully placing trap spears so splicers walk face first into the wire won't increase the electrical damage, trap rivets on ceilings won't headshot people under them.īasic Rivet x3, Heavy Rivet x2.5, Trap Rivet x2 - only when you shoot the entire thing at them, not recommend to use them this way but it can be done.īuckshot x1.15, Solidslugs x2, Phosphorus x1.5 - most of the real damage comes from secondary effects so the gains are minimal in combat. What happens when you headshot valid targets like splicers or alpha series, this only applies to directly aimed shots.











Bioshock 2 unstable plasmid