Physics damage inconsistency (ME2, ME3)
This has been present since the original games, and I doubt it will be ever fixed. But, in short, this is the problem:
- Physics-based attacks have a chance of not inflicting any damage, no matter how many Newtons of force are applied. They take literally zero damage. This can be fixed by repeatedly loading the game until it works (ME3). This works in most places. This makes a physics-focused build for dealing with mooks not very efficient, especially in ME2, where the damage is usually either zero or very mild (although very satisfying when it works).
- (ME3) Biotics that inflict physics damage and can have an area of effect (Slam, Throw) only apply the physics damage to the main target, and none to the adjacent targets that are caught in the AoE. This might have been done purposely for balance, since physics damage, when it works and the Newtons are high, can kill any mook outright.
- Also, melee attacks that ragdoll enemies (Adept and Vanguard) do not apply any physics damage at all.