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The effect/damage of the detonation is first be applied to the target itself, and any enemy within the radius.
The Force of the detonation is only applied to unprotected enemies within the detonation radius (as in vanilla). Damage gets multiplied by the Prime intensity, depending on how the target was primed. For damage, base values are given, before any and all modifiers (comparable to what is shown on vanilla power descriptions). radius evolution on the base power will give larger detonation radius). The Radius, Force, and Damage values depend on the rank of the power, and the chosen evolution at rank 4 (e.g.
Warp is a weaker primer than Reave and Singularity.
The vanilla prime was taken as reference and is stronger than all the new priming options this mod gives.
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 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). 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. Primed targets should generally get a purple-ish glowing visual effect (see pictures). Force and Radius only depend on the Detonator power (see below). Prime intensity multiplies the damage of the detonation. Powers that can both Prime and Detonate (Warp and Reave), will not re-prime a target if they just detonated it. Prime intensity = 30-60%, depending on power rank. protected targets (with Armor, Shield, or Barrier). Prime intensity = 45-80%, depending on power rank. Only while they are being lifted by the power. This is the vanilla biotic prime, only applies to unprotected targets lifted by Singularity, Lift, Slam.