Antimatter Drop

Info    = Maximization is a form of specialization: mods may be blended to result in values that vary between the top-end limits listed here. Click any maximized link to learn how to build it.
 * Creates a volatile orb of antimatter which is steered with the aiming-reticle after being created. This particle absorbs all damage (friendly and hostile) when shot at, and once contacting a solid object it will detonate for 100 base damage + 100% / 200% / 300% / 400% of all absorbed damage as damage with an explosion radius of 5 / 8 / 10 / 15 meters.
 * The base damage is affected by Power Strength.
 * The explosion radius is not affected by Power Range.
 * Damage can be absorbed from other Antimatter Drop explosions and the damage multiplier is applied to the absorbed damage again: resulting in an exponential gain.
 * Can score headshots.
 * You can have multiple particles active simultaneously.
 * Particles will detonate on impact with anything solid including enemies, the ground, other particles, and friendly players.
 * Can hit enemies everywhere in the explosion radius, no matter if it is behind a wall, cover, door or any other obstruction.
 * The orb will follow your reticle through all three dimensions (if you look at the floor it will attempt to land on that specific piece of the floor).
 * Looking directly at the orb while it is relatively close to you will slow the orb down significantly as to give you a chance to shoot at it.
 * The particle seems to have unlimited duration until it comes into contact with a solid object. However, multiple instances of particles at the same time will cause randomly timed explosions until there is only one left.
 * When the particle comes into contact with an enemy, 10 damage is inflicted prior to detonation.
 * This damage is affected by Power Strength.
 * Gives Conclave rating of 15 / 15 / 38 / 60 each level.
 * -|Tips & Tricks =
 * Undoubtedly if done correctly, this is the most effective ability that can be used against powerful bosses that retain a single stage of health, as a well-charged drop can deal damages up to more than 100,000 Radiation damage on a single explosion.
 * Using accurate weapons such as the Flux Rifle is recommended to provide continuous flow of damage to the drop.
 * Critical damage does not amplify the Drop further, as Critical hits does not compute on inanimate objects such as the Explosive Barrel.
 * Drops can be chained by launching a second mote before the first mote explodes nearby, further multiplying the damage released by the first mote. This can continue endlessly in order to result virtually unlimited amounts of damage.
 * -|Maximization =
 * Maximized Power Duration has no positive effect on this ability.
 * Has no negative effect on this ability.
 * Maximized Power Efficiency reduces cost to 12.5 energy.
 * Has no negative effect on this ability.
 * Maximized Power Range has no positive effect on this ability.
 * Reduces the base damage to 40, and contact damage to 4.
 * Maximized Power Strength increases base damage to 229, and contact damage to 22.
 * Increases cost to 77.5 energy.
 * -|Bugs =
 * If you are not the host or if there is lag the particle can sometimes turn invisible.
 * Whether hosting or not, there is a bug where zooming onto the particle will not slow it down and it will accelerate normally.