![]() Speaking of Armored Shell tonics I was fairly disappointed in the damage resistance offered 7.5% and 10% (combined is a simple additive 17.5% reduction) you got 40% in the original game if you did that.Ī basic revolver using splicer does 12.5 damage per shot on Normal or 11.25 if you just have Shell 2 equipped, standing next to an exploding gas barrel damage goes from 50 to 45, even with both Shell tonics you aren't even saving 10 damage. Grenade Launcher Immunity upgrade from power to the people stations is very good since I did find out that Armored Shell tonics don't reduce your own splash damage. Easy mode is correctly 70% less but on Hard you are taking 5 less damage than on Normal, I can't imagine this was intended behavior. I tested these against bullets and explosive gas barrels just in case the game treated damage sources differently but so far everything has checked out, with one exception which seems like an oversight.īefore the splash damage immunity on the grenade launcher makes this irrelevant the self damage received on Hard mode is actually less than Normal difficulty. Hard mode increases your damage taken by 30% compared to Normal, while Easy drops to 70% less. ![]() With the Bioshock collection being made for Switch it made me think about the series again and how it was a disappointment to me that 2's lack of popularity meant large parts of the underlying nuts and bolts weren't detailed, so using memory editors to get actual numbers I tested a bunch of stuff. The above tonics also work to reduce the usage cost. The changes in cost per difficulty setting is applied to this as well. Handyman tonic isn't a Plasmid but does cost 35 Eve. To save on Tonic slots go for 50% off means each Eve hypo lasts twice as long, in tandem your 6 eve Hypos become 12 in effect. Secret Plasmid Will always use up a full bar of Eve even with cost reduction tonics.ĭrill Specialist 50%, Eve Saver 1+2 10/15% (combined 23.5% total) - all 3 brings you to 61.75% reduction. This cost is very similar to a charged cyclone trap and the same limit of 10 remains. Gravity Well ( Minerva's Den) 40 at level 1, 39 at levels 2+3, same for charged trap version. Ten can be placed before the game starts removing them. throwing Hypnotize/Security command directly will charge the trap for only 1 eve - Holding Telekinesis over the trap will charge it for no eve cost. Tested with my own rivet gun and counted the shots.Ĭyclone trap 25 at level 1, 20 for levels 2+3 to cast Charging up with a Plasmid costs 10 eve, use whichever you like. Hardy machines tonic won't make them tougher, level 3 elite bots have roughly 45% more health than the standard model. ![]() Costs 1 eve if you hit the environment Security Command 20 to tag enemies 100 to summon bots. Hypnotize 50 to enrage 100 to CHARGE UP and BEFRIEND. ![]() Telekinesis 20 Decoy 30 Insect swarm 25 Scout 20 * Level doesn't change eve cost. Note on difficulty settings- These numbers are for Normal difficulty, Hard mode increases eve costs by 30% and Easy reduces them by 35%, Easy mode has half the eve cost of Hard.Įlectrobolt, Incinerate, Winter blast - same eve cost with one exception 34 34 43 is for the level 2 charged blasts, Incinerate level 2 oddly costs 20 eve by default but the charged version is the same as the others. First off everyone's favorite topic, Plasmids. ![]()
0 Comments
Leave a Reply. |
AuthorWrite something about yourself. No need to be fancy, just an overview. ArchivesCategories |