An update for you, from testing I did in-game: Automatic fire conversion augment on a not-usually-automatic weapon, alongside the beam emitter, can also cause continuous fire.
Really cool! Sadly, I've finished Andromeda, but I'm acting as technical advisor for my 20-year-old daughter's playthrough, so this is very interesting stuff.
Hi, Xaine! I'm a little late to the MEA party, but I love your analytical approach and generally agree with all your recommendations. I think, however, that you may have missed an opportunity here for one of the best weapon builds in the game. The burst fire augment does more for DPS than any in the game (+50% ROF and only -20% damage), save for the burst pause, but by bundling it with the beam emitter, the pause is eliminated, so I'd recommend always using these two augments together. The drawbacks: no penetration, as you mentioned, and you have to pull the trigger again at the end of each clip - a problem, I found, that the bio converter doesn't alleviate. You test this combo with the Dhan, but I think it works even better with the Hesh, which has lower stability, range, and accuracy. The beam emitter addresses all these weaknesses, turning the Hesh into a very controllable beam blaster usable at short and medium ranges that has no equal against armor (higher DPS than the seeking Piranha, and without the bothersome slow projectile) and is just a bit below a similarly equipped Dhan against shields. Give it a try, and thanks for all your great work!
+Blair Rodgers howdy hi, glad my videos have been helpful/entertaining, in all honesty it's been so long now that I can't remember whether I even considered that build, it sounds familiar, but either way, sounds awesome :). I'm not generally up for going back atm largely due to extreme lack of time as my current projects are many. But love the creativity and logical thinking and quite glad there are still people with enthusiasm for the game. Thanks for letting me know :)
Upgraded beam n7 eagle beam emitter utterly melts. Even against eirochs, beserkers, hydras, etc. Only battle I had trouble with was the destroyer near the tiller on that low-gravity planet.
I can't wait to see the best list! I feel like I stopped playing ME:A right when things started getting nice buffs T_T. If nothing else I got a LOT of fun stuff to do in my next run
My experimemnt: M-29 Incisor with beam emitter + bio converter ++ coils, it becomes a beast. The second highest weapon due x4 weak points (see Xaine's excel of dammage), with perferct stability and precision it melt all content easy, specially hovering and killing all in non stop carnage. It is my only weapon as a Explorer, in "not" one shot killing style, just run and fire.
Hi Xaine, you said that we can skip the receiver with the beam emitter as it wont penetrate cover (which is fine) but wouldn't you still want it for bonus damage versus armour - or did I miss something. Thanks anyway for taking the time to put these vids together, it is appreciated.
Can't wait for the cumulative video man! I haven't been able to play since patch .01 I think, so I'm really looking forward to seeing all the new possible combinations in one spot!
Hi! A great video. I have the beam emitter in the inventory. I'm trying to assign the beam emitter into the Sweeper 2 during it's development, but it's not showing as available. When I check the Augmentation in my resources I see that there is a red vertical line on it in comparing to other that are yellow. What does it mean, what am I missing? Thanks!
Hi! Prob late but here it goes if still interested: Sweeper is remnant tech, that is not compatible with the mod. The color of the icon is just rarity. Like most RPGs go with white-green-blue-purple-gold, Andromeda goes bronze-silver-gold-N7 the black with the red stripe is the iconic armor color scheme from the previous games.
I deleted the comment before I saw that you responded, but yeah, the augment has nothing to do with the spare ammo. Rather, removing the spare clip mod doesn't actually reduce your spare ammo until you use the up all the extra ammo, a funny little bug. Still, further testing with the Seeking vs. Beam (on the Piranha) showed me that on Hardcore, the beam had a tendency to leave Fiends with 25%+ health, while the Seeking always killed a Fiend, with about 5 ammo left. I went for chest shots while testing, for consistency. The beam does insta hit though (or a least much faster than the Seeking), which is a point in its favour, along with the ability to hit specific weakpoints.
+OJSTheJuice I wonder if the receiver does in fact have a hidden armour component or if it interferes with pre-existing modifiers the piranha have 115% armour modifier. Certainly worth investigation, cheers for getting back to me :)
Two I recommend: X5 Ghost with Bio Converter, Beam Emitter, & Double Mod Extension Hornet with Beam Emitter, Bio Converter, Double Mod Extension, & Kinetic Coil
+TheNightOwl11683 uncertain on the ghost, but if you use the hornet I'd recommend no double mod as you only really get decent use from barrel and mag and put the automatic fire system in, super high deeps
Xaine's World With the Hornet, I usually use the barrel, magazine, receiver, & melee mods. The Ghost works great with Beam Emitter. The magazine is huge at Rank X & with the magazine mod. Hell, you can potentially go without the Bio Converter & use a Kinetic Coil instead with its large max ammo amount.
+TheNightOwl11683 I would agree usually, it's only because of the beam emitters stability and accuracy buffs with its inability to penetrate making the receiver, scope useless, melee is certainly an option if you melee often but for most the 3% loss in wep damage is too much
Xaine's World For Assault Rifles & SMGs, 3% is negligible & easily made up for with a Ultra Rare melee weapon with 5 Kinetic Coils, the Maverick Armor chest piece, & the Kett arm & leg armor pieces, & several other buffs from skills. While you might not get all that much extra accuracy stat wise from a scope, it does help with an Inflitrator build as it helps you locate enemies. In the right situation, everything has a purpose. Now if they can just add that Batarian Gauntlet in SP mode, that would be great.....
+TheNightOwl11683 you can have the melee and armour anyway so it doesn't make up for anything, I don't agree with that reasoning, but yes, preference over everything and if the scope helps in infiltrator then go for it, but then the issue of 50 meter range comes in as a scope is often cumbersome inside 50m though that's fully subjective, I find it cumbersome but others may not
Hi I know this is pretty old, but: A:) is this still true B:) Do cut scenes "Make sense" when you use a different weapon, or are they pre-rendered. (IE I have Assault rifle x equipped but in a cut scene it shows me using assault rifle y) Very ocd so if they are pre-rendered then I will stick with stock.
Beam Emmiter Weapons also do more damage as they come close to empty (At least, this is seen with the PAW on multiplayer, it could be a Remnant only effect.). This is most noticable with Turbocharge, which seems to result in really big boosts towards the end. My favorite thought-experiment combo is the Rozerad pistol. The longer it fires, the faster it fires and the more damaging it becomes. Combined with perfect accuracy and improved recoil which it's sh*t for and it's really cleans up nicely.
+Erik Vale well, it's unclear how the rozerads damage would be calculated, I'm fairly certain it uses the max 850 ROF in the calc, which if so would be a big damage upgrade, the scaling the faster it goes isn't there with the augment, but is with the PAW, though there is a second calculation which I thought may be the scaling aspect but apparently there is definitely no extra damage scaling the longer you shoot it (augment I mean).
+Erik Vale oh sorry haha, well, I thought paw did and unsure about MP but for SP, only the shadow has an additive damage bonus gaining damage for each bullet shot in succession. I'll have a closer look at the others but it seem only the Shadow. I may have awkwardly worded it again, sorry if so
I wouldn't discount the stock. It still has an effect - and if you're going for a Critical Hits AR build then you realistically need all the recoil absorption you can get. It's more useful on stuff like the Valkyrie though.
+Chris Mallon just did a little test with the valk, granted there is still a minor stability issue, but with the stock a full clip only saved about 5 of the reticule drift, definitely still there but I'd say it's not worth not having a mag mod or replacing a kinetic coil for it. But yeah, definitely worth noting, thanks for pointing that out.
+Daniel I do take force into account, not on this video as it kinda has none with this augment, but force played a part in my ultimate weapons vid just after this
I don't understand why you add the burst fire to the beam dahn, if the beam augment makes it automatic. Could you explain? Also, AMAZING quality content on all your videos. Kudos, man.
In all honesty, it's been so long I cannot remember my specific reasoning for doing so, I would have had a reason though. Sorry I can't be more help, also thank you :), glad they're acceptable
The Beam Emitter will override the burst fire type so the dhan will still fire an "automatic" beam. The reason to use Burst Fire System rather than Auto Fire System with Beam Emitter is that Burst Fire System has a lower damage penalty than Auto Fire System while having the same rate of fire increase. Therefore, Burst Fire System + Beam Emitter will do more damage.
weird glitch i’m having where i have the beam emitter unlocked in research, but when i go to craft it, it does not show up in my development when trying to add augments
I added electric conduit and something else to mattock III but the gun doesn’t stop firing until clip is empty or interrupt it with a melee It’s so annoying.
But is it using DPS per clip or actual DPS? Don't mind me, just wondering if Isharay can be made to work and if Dhan's combination in the video is a way to go.
+TheArklyte it would be DPS per clip, this would only be changed by bio converter or vintage heatsink, DPS is kinda just DPS, the DPS of the clip is just a part of the DPS overall as the beam doesn't take away reload so dunno, seems like a non issue of whether per clip or actual as kinda the same thing (I kinda rambled there)
+TheArklyte just realised I didn't fully answer, the isharay would be unlikely due to 50m range cap and the fact it has a penalty from hip fire. The Dhan is ok yes but I think the hesh kinda bears all again here, but as with all, they are almist entirely all usable with it as the signed showed so just preference > dps
TheArklyte, with the Isharay I've found that the heatsink and kinetics works well. iirc from level 5 or so weapons it becomes more noticeable, but as long as you don't use attachments that lower the rate of fire, the heatsink increases the refire rate over that of manual reloading. As for the DPS thing, I'd guess per clip and not including reload. reload time can change due to light magazines and light stocks and such. In EVE we only usually bother to calculate reload time into DPS when shooting structures for ammo cost efficiency, some players like that stuff, personally I'm in the dilligaf club of drones and lasers 😉
+RSA Jay the DPS thing, I don't see how this is an issue, right, the formula itself is (damage*rate of fire)/600 there is no room for the reload value as it doesn't matter, its a separate thing it'll do the new damage value at 600 rounds per minute for as long as the clip allows, then reload in whichever way it is set to, and you might say that, well that's a DPS of clip, but why does that matter? As the augment doesn't effect the reload in anyway whether it's clip or actual, it has the same effect. If I'm missing something please tell me, happy to see my folly.
But how does the Beam Emitter formula calculate for the hidden Refire Delay of burst-fire weapons? If the Beam Emitter makes the weapon automatic based on the displayed Damage and ROF numbers alone and ignores the Refire Delay, then wouldn't guns like the Valkyrie gain more DPS with the Beam Emitter mod on its own than with the Automatic Fire Mod?
+CreideikiRox I'm fairly certain I set the DPS to use the automatic DPS calculation, but I'll double check when I get home as I did have to redo a lot of calculations
Ok so, the way the fire works is that burst fire weapons for however many bullets in the burst (3 for all but valkyrie which is 2) at the rate of fire and then a burst fire delay then another burst, automatic simply fires at the rate of fire. Both the Beam Emitter and the Automatic Fire System turn the fire type for Fully automatice taking the burst fire delay away, so yes, the valkyrie will be more powerful with the beam emitter (Or should be in theory, but the damage supposedly staying the same has me worried) but there would be no increase from the beam emitter over the automatic, the reason I suggest the automatic to pair with it is the increase in rate of fire that comes with the ayutomatic fire type. If that didn't answer your query, let me know.
also, sorry for the lateness of the reply, when i got home yesterday I had a fairly incapacitating case of Eye Strain and could stand looking at a screen.
I know it's 2024 but I put BE on Valkyrie without full auto augment and it's still full auto. Also I think Dahn isn't really a good idea bcuz you edited off 4:19. Yeah it hits hard but it's gonna kill you. I'm thinking to use it on stoned now bcuz Valkyrie has the same problem as Dahn.
I am wondering how the hornet or the valkyrie or the incisor or even the zalkin didn't make the cut? I know multiplayer and single player values are sometimes different, but the multiplayer hornet is higher dps by that calculation than a bioconverted multiplayer isharay.
+Perrin Silveira can't say for multiplayer (and yes, the numbers are wildly different) I based everything off of so as you can't even use augs in MP anyway, in so shotguns are hugely more powerful in general than ars, the Valkyrie and hornet aren't close to the hesh, Dhan and piranha.
The Beam Emitter will override the burst fire type so the dhan will still fire an "automatic" beam. The reason to use Burst Fire System rather than Auto Fire System with Beam Emitter is that Burst Fire System has a lower damage penalty than Auto Fire System while having the same rate of fire increase. Therefore, Burst Fire System + Beam Emitter will do more damage.
What about the x5 ghost? It has by default a 600 rate of fire and ok dmg + with the huge mag and the damage increase over time in the ar skill tree would make a good combo wouldn't it?
+ΑΝΤΩΝΗΣ ΒΑΣΙΛΕΙΑΔΗΣ it would certainly be usable but does compare DPS wise. You can see the DPS and more in various circumstances by having a play with this advanced weapon calculator I programmed www.xainesworld.com/spwepcalc
+genX205 +genX205 the beam emitter wouldn't add damage to an auto modded hornet, it would just add accuracy and stability while taking away penetration. Basically, the beam emitter takes the current DPS of the weapon by calculating the damage and rate of fire the gives it 600 ROF and the appropriate damage to keep the DPS the same as before, if it is a burst weapon it would increase the damage as it causes it to be automatic so it is ignoring the burst fire delay. It also add stability (200) and accuracy, beam weapons cannot penetrate and have a limited range (50m)
Please test out which one would be more viable with this augmentation...N7 Eagle or the M25 Hornet... against a fiend, destroyer, and maybe architect. I dare you. Lol
It's alright. I did the testing yesterday and I have my answer. And yes I still love playing Mass Effect Andromeda. I have a powerful build that is well balanced as a power user and a weapon user. The N7 Eagle was my preference choice before and after testing. Not gonna post any video or go in depth because I'm not a youtuber. If anyone is ever interested in my build or even still care about this game, just ask. Any how, I would like to thank you for all your hard work in creating your Mass Effect Andromeda videos. You have helped me shaped my Ryder in my own way.
+Tlot Pwist nah, stability is a hidden stat that very difficult to quantify, it use a few different hidden stats to quantify, like mine and max reticule circle, spread, etc these are all different depending which stance also
+Carlos Trevisan yes, the rate of fire and mag size etc that you experience is that same as you see on the gun stats page, but what the enemy takes in based on the 600 ROF formula
+Someone Nobody it's the hesh with the beam on, its still has an explosive start, I can't be sure whether it's intentional or they forgot to set it to properly override all sub animations, but it's not annoying when actually using it, but I agree it's a little annoying when viewing
This and other things just shows how really under cooked the game is. Like how beam emitter didn't work at release, or how no one thought to properly implement beam mod on soned, or how almost every new weapon in this game is just a re skinned copy of other guns in ME3, and many other things.
+Someone Nobody with the stones thing do you mean the single fire? As the beam works great on it, but yeah, there are more problems than there really should be. Still love it though
An update for you, from testing I did in-game:
Automatic fire conversion augment on a not-usually-automatic weapon, alongside the beam emitter, can also cause continuous fire.
Really cool! Sadly, I've finished Andromeda, but I'm acting as technical advisor for my 20-year-old daughter's playthrough, so this is very interesting stuff.
+Mike Gray Aah awesome! An admirable path to pass on the knowledge. Glad I could assist in that :)
You should really try this with the ushior, it is insane
Hi, Xaine! I'm a little late to the MEA party, but I love your analytical approach and generally agree with all your recommendations. I think, however, that you may have missed an opportunity here for one of the best weapon builds in the game. The burst fire augment does more for DPS than any in the game (+50% ROF and only -20% damage), save for the burst pause, but by bundling it with the beam emitter, the pause is eliminated, so I'd recommend always using these two augments together. The drawbacks: no penetration, as you mentioned, and you have to pull the trigger again at the end of each clip - a problem, I found, that the bio converter doesn't alleviate. You test this combo with the Dhan, but I think it works even better with the Hesh, which has lower stability, range, and accuracy. The beam emitter addresses all these weaknesses, turning the Hesh into a very controllable beam blaster usable at short and medium ranges that has no equal against armor (higher DPS than the seeking Piranha, and without the bothersome slow projectile) and is just a bit below a similarly equipped Dhan against shields. Give it a try, and thanks for all your great work!
+Blair Rodgers howdy hi, glad my videos have been helpful/entertaining, in all honesty it's been so long now that I can't remember whether I even considered that build, it sounds familiar, but either way, sounds awesome :).
I'm not generally up for going back atm largely due to extreme lack of time as my current projects are many.
But love the creativity and logical thinking and quite glad there are still people with enthusiasm for the game.
Thanks for letting me know :)
Upgraded beam n7 eagle beam emitter utterly melts. Even against eirochs, beserkers, hydras, etc.
Only battle I had trouble with was the destroyer near the tiller on that low-gravity planet.
I can't wait to see the best list! I feel like I stopped playing ME:A right when things started getting nice buffs T_T.
If nothing else I got a LOT of fun stuff to do in my next run
+Biff Bash Bosh awesome :) and yeah, there's no rush, just do it when you feel like it, I'm sure a few other things will come
+Biff Bash Bosh awesome :) and yeah, there's no rush, just do it when you feel like it, I'm sure a few other things will come
My experimemnt: M-29 Incisor with beam emitter + bio converter ++ coils, it becomes a beast. The second highest weapon due x4 weak points (see Xaine's excel of dammage), with perferct stability and precision it melt all content easy, specially hovering and killing all in non stop carnage. It is my only weapon as a Explorer, in "not" one shot killing style, just run and fire.
Hi Xaine, you said that we can skip the receiver with the beam emitter as it wont penetrate cover (which is fine) but wouldn't you still want it for bonus damage versus armour - or did I miss something.
Thanks anyway for taking the time to put these vids together, it is appreciated.
+James Lee the recieverjob only add penetration damage and penetration distance, there isn't a damage modifier. And nps bud, glad to be of service :)
armour bonus dmg was on ME3. Unless the tooltip of receiver is unaccurate.
Ah, I've been reading it wrong then, thanks for the reply.
I am SO plugging this in to whatever Assault Rifle I pick for Andromeda!
Your advice helped out a lot on which ones would go with my play style, cheers.
+drunkgorilla awesome :)
Can't wait for the cumulative video man! I haven't been able to play since patch .01 I think, so I'm really looking forward to seeing all the new possible combinations in one spot!
+Hunter Spence awesome :)
Hi! A great video. I have the beam emitter in the inventory. I'm trying to assign the beam emitter into the Sweeper 2 during it's development, but it's not showing as available. When I check the Augmentation in my resources I see that there is a red vertical line on it in comparing to other that are yellow. What does it mean, what am I missing? Thanks!
Hi!
Prob late but here it goes if still interested:
Sweeper is remnant tech, that is not compatible with the mod.
The color of the icon is just rarity. Like most RPGs go with white-green-blue-purple-gold, Andromeda goes bronze-silver-gold-N7 the black with the red stripe is the iconic armor color scheme from the previous games.
I noticed the guns that used beams are good for applying element ammo for priming
I deleted the comment before I saw that you responded, but yeah, the augment has nothing to do with the spare ammo. Rather, removing the spare clip mod doesn't actually reduce your spare ammo until you use the up all the extra ammo, a funny little bug. Still, further testing with the Seeking vs. Beam (on the Piranha) showed me that on Hardcore, the beam had a tendency to leave Fiends with 25%+ health, while the Seeking always killed a Fiend, with about 5 ammo left. I went for chest shots while testing, for consistency. The beam does insta hit though (or a least much faster than the Seeking), which is a point in its favour, along with the ability to hit specific weakpoints.
+OJSTheJuice I wonder if the receiver does in fact have a hidden armour component or if it interferes with pre-existing modifiers the piranha have 115% armour modifier. Certainly worth investigation, cheers for getting back to me :)
No problem, thanks for all the work you do, helps anyone who wants an optimum setup!
Two I recommend:
X5 Ghost with Bio Converter, Beam Emitter, & Double Mod Extension
Hornet with Beam Emitter, Bio Converter, Double Mod Extension, & Kinetic Coil
+TheNightOwl11683 uncertain on the ghost, but if you use the hornet I'd recommend no double mod as you only really get decent use from barrel and mag and put the automatic fire system in, super high deeps
Xaine's World With the Hornet, I usually use the barrel, magazine, receiver, & melee mods. The Ghost works great with Beam Emitter. The magazine is huge at Rank X & with the magazine mod. Hell, you can potentially go without the Bio Converter & use a Kinetic Coil instead with its large max ammo amount.
+TheNightOwl11683 I would agree usually, it's only because of the beam emitters stability and accuracy buffs with its inability to penetrate making the receiver, scope useless, melee is certainly an option if you melee often but for most the 3% loss in wep damage is too much
Xaine's World For Assault Rifles & SMGs, 3% is negligible & easily made up for with a Ultra Rare melee weapon with 5 Kinetic Coils, the Maverick Armor chest piece, & the Kett arm & leg armor pieces, & several other buffs from skills. While you might not get all that much extra accuracy stat wise from a scope, it does help with an Inflitrator build as it helps you locate enemies. In the right situation, everything has a purpose.
Now if they can just add that Batarian Gauntlet in SP mode, that would be great.....
+TheNightOwl11683 you can have the melee and armour anyway so it doesn't make up for anything, I don't agree with that reasoning, but yes, preference over everything and if the scope helps in infiltrator then go for it, but then the issue of 50 meter range comes in as a scope is often cumbersome inside 50m though that's fully subjective, I find it cumbersome but others may not
Another great job! Impressive :)
+Alasthors thanks bud! Appreciate it :)
i really like your andromeda vids
+Charlie Coutts that's great to hear :) thanks for letting me know
Hi I know this is pretty old, but:
A:) is this still true
B:) Do cut scenes "Make sense" when you use a different weapon, or are they pre-rendered. (IE I have Assault rifle x equipped but in a cut scene it shows me using assault rifle y)
Very ocd so if they are pre-rendered then I will stick with stock.
Beam Emmiter Weapons also do more damage as they come close to empty (At least, this is seen with the PAW on multiplayer, it could be a Remnant only effect.). This is most noticable with Turbocharge, which seems to result in really big boosts towards the end.
My favorite thought-experiment combo is the Rozerad pistol. The longer it fires, the faster it fires and the more damaging it becomes. Combined with perfect accuracy and improved recoil which it's sh*t for and it's really cleans up nicely.
+Erik Vale well, it's unclear how the rozerads damage would be calculated, I'm fairly certain it uses the max 850 ROF in the calc, which if so would be a big damage upgrade, the scaling the faster it goes isn't there with the augment, but is with the PAW, though there is a second calculation which I thought may be the scaling aspect but apparently there is definitely no extra damage scaling the longer you shoot it (augment I mean).
So only the PAW and other Remnant weapons get the bonus damage? (That was a little awkwardly worded.)
+Erik Vale oh sorry haha, well, I thought paw did and unsure about MP but for SP, only the shadow has an additive damage bonus gaining damage for each bullet shot in succession. I'll have a closer look at the others but it seem only the Shadow. I may have awkwardly worded it again, sorry if so
I wouldn't discount the stock. It still has an effect - and if you're going for a Critical Hits AR build then you realistically need all the recoil absorption you can get. It's more useful on stuff like the Valkyrie though.
+Chris Mallon just did a little test with the valk, granted there is still a minor stability issue, but with the stock a full clip only saved about 5 of the reticule drift, definitely still there but I'd say it's not worth not having a mag mod or replacing a kinetic coil for it.
But yeah, definitely worth noting, thanks for pointing that out.
but you can control the recoil yourself, and i must say recoil control on this game is too simple
I love all the information but don't forget the importance of weapon force, stagering an atacker can save your life.
+Daniel I do take force into account, not on this video as it kinda has none with this augment, but force played a part in my ultimate weapons vid just after this
I don't understand why you add the burst fire to the beam dahn, if the beam augment makes it automatic. Could you explain? Also, AMAZING quality content on all your videos. Kudos, man.
In all honesty, it's been so long I cannot remember my specific reasoning for doing so, I would have had a reason though.
Sorry I can't be more help, also thank you :), glad they're acceptable
The Beam Emitter will override the burst fire type so the dhan will still fire an "automatic" beam. The reason to use Burst Fire System rather than Auto Fire System with Beam Emitter is that Burst Fire System has a lower damage penalty than Auto Fire System while having the same rate of fire increase. Therefore, Burst Fire System + Beam Emitter will do more damage.
weird glitch i’m having where i have the beam emitter unlocked in research, but when i go to craft it, it does not show up in my development when trying to add augments
Why burst fire for Dhan when Beam emitter makes it automatic?
I added electric conduit and something else to mattock III but the gun doesn’t stop firing until clip is empty or interrupt it with a melee It’s so annoying.
But is it using DPS per clip or actual DPS? Don't mind me, just wondering if Isharay can be made to work and if Dhan's combination in the video is a way to go.
+TheArklyte it would be DPS per clip, this would only be changed by bio converter or vintage heatsink, DPS is kinda just DPS, the DPS of the clip is just a part of the DPS overall as the beam doesn't take away reload so dunno, seems like a non issue of whether per clip or actual as kinda the same thing (I kinda rambled there)
+TheArklyte just realised I didn't fully answer, the isharay would be unlikely due to 50m range cap and the fact it has a penalty from hip fire. The Dhan is ok yes but I think the hesh kinda bears all again here, but as with all, they are almist entirely all usable with it as the signed showed so just preference > dps
TheArklyte, with the Isharay I've found that the heatsink and kinetics works well. iirc from level 5 or so weapons it becomes more noticeable, but as long as you don't use attachments that lower the rate of fire, the heatsink increases the refire rate over that of manual reloading. As for the DPS thing, I'd guess per clip and not including reload. reload time can change due to light magazines and light stocks and such. In EVE we only usually bother to calculate reload time into DPS when shooting structures for ammo cost efficiency, some players like that stuff, personally I'm in the dilligaf club of drones and lasers 😉
+RSA Jay the DPS thing, I don't see how this is an issue, right, the formula itself is (damage*rate of fire)/600 there is no room for the reload value as it doesn't matter, its a separate thing it'll do the new damage value at 600 rounds per minute for as long as the clip allows, then reload in whichever way it is set to, and you might say that, well that's a DPS of clip, but why does that matter? As the augment doesn't effect the reload in anyway whether it's clip or actual, it has the same effect. If I'm missing something please tell me, happy to see my folly.
I know this is an old video, but does Beam Emitter on AR work with Rank 6A "Shatter Defenses"?
How do I get this beam because I can’t craft it again
But how does the Beam Emitter formula calculate for the hidden Refire Delay of burst-fire weapons? If the Beam Emitter makes the weapon automatic based on the displayed Damage and ROF numbers alone and ignores the Refire Delay, then wouldn't guns like the Valkyrie gain more DPS with the Beam Emitter mod on its own than with the Automatic Fire Mod?
+CreideikiRox I'm fairly certain I set the DPS to use the automatic DPS calculation, but I'll double check when I get home as I did have to redo a lot of calculations
+CreideikiRox oh right sorry I thought this comment was on a different video, I'll check this though to when I get back and catch up with you
Sweet. You're the man.
Ok so, the way the fire works is that burst fire weapons for however many bullets in the burst (3 for all but valkyrie which is 2) at the rate of fire and then a burst fire delay then another burst, automatic simply fires at the rate of fire.
Both the Beam Emitter and the Automatic Fire System turn the fire type for Fully automatice taking the burst fire delay away, so yes, the valkyrie will be more powerful with the beam emitter (Or should be in theory, but the damage supposedly staying the same has me worried) but there would be no increase from the beam emitter over the automatic, the reason I suggest the automatic to pair with it is the increase in rate of fire that comes with the ayutomatic fire type.
If that didn't answer your query, let me know.
also, sorry for the lateness of the reply, when i got home yesterday I had a fairly incapacitating case of Eye Strain and could stand looking at a screen.
Ghostbuster augment
+Dual Wield I ain't afraid of no Kett!
I know it's 2024 but I put BE on Valkyrie without full auto augment and it's still full auto.
Also I think Dahn isn't really a good idea bcuz you edited off 4:19. Yeah it hits hard but it's gonna kill you. I'm thinking to use it on stoned now bcuz Valkyrie has the same problem as Dahn.
I am wondering how the hornet or the valkyrie or the incisor or even the zalkin didn't make the cut? I know multiplayer and single player values are sometimes different, but the multiplayer hornet is higher dps by that calculation than a bioconverted multiplayer isharay.
+Perrin Silveira can't say for multiplayer (and yes, the numbers are wildly different) I based everything off of so as you can't even use augs in MP anyway, in so shotguns are hugely more powerful in general than ars, the Valkyrie and hornet aren't close to the hesh, Dhan and piranha.
+Perrin Silveira oh and the incisor would be a bad choice due to the 50m range, I didn't even mention the isharay I don't think
Shouldn't you use auto fire over burst fire for the dhan?
The Beam Emitter will override the burst fire type so the dhan will still fire an "automatic" beam. The reason to use Burst Fire System rather than Auto Fire System with Beam Emitter is that Burst Fire System has a lower damage penalty than Auto Fire System while having the same rate of fire increase. Therefore, Burst Fire System + Beam Emitter will do more damage.
What about the x5 ghost? It has by default a 600 rate of fire and ok dmg + with the huge mag and the damage increase over time in the ar skill tree would make a good combo wouldn't it?
+ΑΝΤΩΝΗΣ ΒΑΣΙΛΕΙΑΔΗΣ it would certainly be usable but does compare DPS wise. You can see the DPS and more in various circumstances by having a play with this advanced weapon calculator I programmed www.xainesworld.com/spwepcalc
What if you would use a beam emitter on an auto modded hornet? The firerate is high and with the added accuracy the damage is huge on it.
+genX205 +genX205 the beam emitter wouldn't add damage to an auto modded hornet, it would just add accuracy and stability while taking away penetration.
Basically, the beam emitter takes the current DPS of the weapon by calculating the damage and rate of fire the gives it 600 ROF and the appropriate damage to keep the DPS the same as before, if it is a burst weapon it would increase the damage as it causes it to be automatic so it is ignoring the burst fire delay.
It also add stability (200) and accuracy, beam weapons cannot penetrate and have a limited range (50m)
I see thanks for the reply
Out of boredom, put beam emitter on Piranha Shotgun. Turned out just like you'd expect, not worth it.
Please test out which one would be more viable with this augmentation...N7 Eagle or the M25 Hornet... against a fiend, destroyer, and maybe architect. I dare you. Lol
Sadly it's been quite some time since I did Mass Effect Andromeda, not really up for doing more testing now :(
It's alright. I did the testing yesterday and I have my answer. And yes I still love playing Mass Effect Andromeda. I have a powerful build that is well balanced as a power user and a weapon user. The N7 Eagle was my preference choice before and after testing. Not gonna post any video or go in depth because I'm not a youtuber. If anyone is ever interested in my build or even still care about this game, just ask.
Any how, I would like to thank you for all your hard work in creating your Mass Effect Andromeda videos. You have helped me shaped my Ryder in my own way.
Nice one! And glad they were of help :)
The Hornet goes along it well
+Tlot Pwist aye cuz it's Burst fire
Xaine's World is a weapon stability counted in the accuracy stat?
I've tried some weapons with high accuracy but too much spreading
+Tlot Pwist nah, stability is a hidden stat that very difficult to quantify, it use a few different hidden stats to quantify, like mine and max reticule circle, spread, etc these are all different depending which stance also
awesome vid. you dsaid that bea m emmiter overwrites auto fire, But when i use a HESH and beam emiter AND auto fire my fire rate its much righer.
+Carlos Trevisan yes, the rate of fire and mag size etc that you experience is that same as you see on the gun stats page, but what the enemy takes in based on the 600 ROF formula
IS that a beam emitter weapon you are using? Very annoying explosion mod you got there, cant see nothing
+Someone Nobody it's the hesh with the beam on, its still has an explosive start, I can't be sure whether it's intentional or they forgot to set it to properly override all sub animations, but it's not annoying when actually using it, but I agree it's a little annoying when viewing
This and other things just shows how really under cooked the game is. Like how beam emitter didn't work at release, or how no one thought to properly implement beam mod on soned, or how almost every new weapon in this game is just a re skinned copy of other guns in ME3, and many other things.
+Someone Nobody with the stones thing do you mean the single fire? As the beam works great on it, but yeah, there are more problems than there really should be. Still love it though
Wtf i understands nothing, what does it did?