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TRIBBLE MAINTENANCE AND RELEASE NOTES - MARCH 15, 2017

coldsnappedcoldsnapped Member Posts: 520 Cryptic Developer
Tribble has been updated to: ST.75.20170306c.4

Systems:
  • Items:
    • All engineering consoles that previously gave +Kinetic and +Energy damage resistance rating now give All Damage Resistance Rating instead. .
    • All consoles that previously just gave +Kinetic Damage Resistance Rating additionally give the same magnitude of +Physical Damage Resistance rating.
    • The modifier that Impulse Engines gain at Epic Quality now additionally gives Impulse Expertise. This change affects existing items.
    • The Secondary Deflectors in the Research Lab are now sold with 4 modifiers and only gain the Epic modifier when upgraded to Epic, instead of being sold with 3 and only gaining two when upgraded to Epic Quality.
      • Existing items have not been affected and will still gain two total modifiers when upgraded to Epic Quality.
    • The amount of the Shield Regeneration increase Shield Emitter Amplifier consoles provide has been increased.
    • The amount of Starship Hull Restoration SIF Generators provide has been increased.
    • The dilithium store has a new section, "Account Starship Trait Unlocks", available to players of level 50 or higher. If you own the a starship on your account that grants a trait on the list below, the characters on your account that are of the incorrect faction to fly that starship will be able to instead claim a box containing an unlock for that trait for free. The list is:
      • Improved Polarize Hull
      • Specialist Knowledge
      • Improved Weaponized Emitters
      • Ablative Field Projector
      • Radiant Nanite Cloud
      • Insult to Injury
      • Shield Overload
      • Numerical Superiority
      • Battle Ready
      • Designated Target
      • Retaliation
      • Desperate Repairs
      • Emitter Synergy
      • Advanced Firing Solutions
  • Carrier Pets:
    • All Player Carrier Pets are now immune to Warp Core Breaches
    • All Player Carrier Pets now have "Layered Defenses III"; which is an immunity to one torpedo every 30 seconds
    • Carrier pets now have significantly increased damage, hitpoints, power draining, shield healing, and shield draining
    • Carrier Pets that previously had Scratch the Paint have received the following:
      • Normal Callistos now have Cannon: Scatter Volley 2 instead of 1
      • Advanced and Elite Callistos now have Cannon: Scatter Volley 3 instead of 2
      • Advanced Xindi-Insectoid Fighters now have Beam: Fire at Will 2
      • Elite Xindi-Insectoid Fighters now have Beam: Fire at Will 3 and Emergency Power to Shields 3 instead of Emergency Power to Shields 2
      • Normal Xindi-Primate Heavy Fighters now have Torpedo: Spread 1
      • Advanced Xindi-Primate Heavy Fighters now have Torpedo: Spread 2
      • Elite Xindi-Primate Heavy Fighters now have Torpedo: Spread 3 and also have Jam Sensors 3 instead of 2
      • Normal Xindi-Insectoid Fighters now have Beam: Fire at Will 1
      • Normal Cestus, baSro', and Craeul Frigates now have Emergency Power to Weapons 1
      • Advanced and Elite Cestus, baSro', and Craeul Frigates now have Emergency Power to Weapons 3 instead of Emergency Power to Weapons 1, and the Elite versions will use it significantly more frequently

Powers:
  • Major Mechanics Changes:
    • Energy weapons now always drain power when firing, instead of all but one
    • The equation used to determine how weapons power influences your damage has been changed - it now gives you a much higher benefit at low power levels, and is the same as it was before when you are at 100 weapons power
    • All damage reflections that used to deal "Feedback Pulse" typed damage now return the damage type that caused the reflection
    • All damage reflections cannot critically hit and cannot be further buffed by damage increases
    • All "Hazard" abilities no longer affect torpedoes or mines
    • All "Hot Restart" powers that automatically remove a subsystem offline no longer attempt to cleanse uncleansable effects, and have a 60 second lockout on a per-subsystem basis
    • All holds now give their target hold resistance for a short duration when they end.
    • All disables now give their target hold resistance for a short duration when they end.
    • All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities
    • All player damage immunities are now buffs that can be removed by buff removing abilities
    • The cycle during which cannon weapons actively fire is now 5 seconds, up from 3
      • The damage cannon weapons do with each shot has been adjusted to account for the changes made to their firing cycles
  • Captain Abilities:
    • All have a minimum cooldown below which they cannot be reduced
    • Go Down Fighting:
      • Now scales damage much more aggressively with missing HP
      • Can no longer be activated while Invincible or Continuity are available to save you from death
    • Attack Pattern Alpha:
      • The duration has been decreased to 20 seconds
    • Tactical Fleet:
      • The amount of the buffs it gives is now 20, 30, or 40, based on rank
      • Now additionally boosts Weapon Specialization and Amplification for the duration
    • Last Ditch Effort:
      • Now gives +40 All Damage Resistance during Go Down Fighting, instead of +20
    • Nadion Inversion:
      • The reduction to the weapons power drain of firing energy weapons has been significantly increased
    • EPS Power Transfer:
      • Can no longer stack on a target
      • The amount of the buffs it gives is now 10, 17.5, or 25, based on rank
      • The power buffs it gives apply instantly
      • Now includes a maximum power level buff for the duration that can be stacked with other power level bonuses (maximum power level increases that are not EPS Power Transfer still do not stack)
      • The amount of the Power Transfer Rate Buff is now 100%, 175%, or 250% (based on rank)
    • Rotate Shield Frequency:
      • Now gives Bonus Resistance to incoming Shield Drains
      • Heal values have been increased at each rank
      • The amount of Shield Resistance now scales much more aggressively with shield power
      • Resolved an issue where Rotate Shield Frequency could be used while your shields are offline
    • Miracle Worker:
      • Hull Heal amount has been increased significantly
      • Now gives secondary shields for 15 seconds when used
    • Engineering Fleet:
      • Damage Resistance Buff is now Bonus Resistance
      • Now additionally boosts Hull Capacity for the duration
      • The amount of the buffs it gives is now 20, 30, or 40, based on rank
    • EPS Manifold Efficiency:
      • The duration of the buff is now 30 seconds
    • Grace Under Fire
      • Resolved an issue where its lockout would go away when you died
      • Is now only available for the first two minutes after activating Miracle Worker
    • Scattering Field:
      • No longer forces you into combat for the duration
      • Starts cooldown instantly once clicked, instead of when the effect ends
    • Photonic Capacitor:
      • The cooldown can no longer be cleansed
    • Photonic Fleet:
      • The damage, health, and shields of allied ships summoned has been significantly increased
      • Photonic Fleet 2 now has a better chance of summoning a battleship
    • Subnucleonic Beam:
      • This is no longer a science captain power
      • Science Captains now gain "Deflector Overcharge" instead of "Subnucleonic Beam" as they level up.
      • This new power boosts provides Bonus Exotic Damage and Shield Healing while active, and additionally boosts Control Expertise and Drain Expertise.
    • Science Fleet:
      • Now additionally boosts Starship Control Expertise and Shield Systems for the duration.
      • The amount of the buffs it gives is now 20, 30, or 40, based on rank
  • Bridge Officer Abilities
    • Beam Overload:
      • No longer always critically hits
      • The damage of its initial hit has been increased
      • For 10 seconds after activation, your normal beam attacks have bonus damage and increased critical severity
    • Fire at Will:
      • Now has a slight damage penalty and accuracy penalty at each rank
    • Target Subsystem:
      • No longer upgrades just one single attack
      • Now upgrade all of your energy weapons to drain power from the target with a chance to cause a subsystem offline for a short duration
    • Cannon Scatter Volley:
      • Now has an accuracy penalty at each rank
      • The damage increase is now 0%, 5%, or 10%, based on rank
    • Cannon: Rapid Fire:
      • Now increases the rate at which cannons fire shots by 50% while active
      • The damage increase to those shots is now 0%, 10%, or 20%, based on rank
    • Reverse Shield Polarity:
      • The percentage of incoming damage healed no longer scales up with shield haling bonuses, and is now a base of 50%/62.5%/75% based on rank.
      • Resolved an issue where Rank 2 was not giving a % healing boost over rank 1.
      • The duration no longer scales (other than the duty officers); and is now 12/16/20 seconds based on rank.
    • Aceton Beam:
      • The cooldown has been reduced to 45 seconds at all ranks
      • The duration of the DoT and Energy Damage Debuff has been reduced to 10 seconds
      • The magnitude of the DoT has been increased significantly at all ranks
      • Resolved an issue that caused Aceton Beam to be treated as a Hazard.
      • Aceton Beam now places the target's Projectile Weapons Offline for 3/4/5 seconds based on rank.
    • Extend Shields:
      • The range is now 10km
      • The amount of Shield Healing has been increased
    • Directed Energy Modulation:
      • No longer gives you extra damage that bypasses shields while it is active
      • Now gives your energy weapons extra shield bleedthrough for the duration.
    • Auxiliary to Inertial Dampeners:
      • Now additionally grants a Physical Resistance Buff of the same amount and duration of its Kinetic Damage Resistance Buff
    • Boarding Party:
      • Boarding Party shuttles should fly much faster at their target
      • Boarding Party shuttles now have a very high amount of physical and kinetic resistance
      • The increased recharge effect is now guaranteed on weapons if the shuttles reach the target
      • The damage dealt by their point defense turrets has been increased
      • The chance to inflict recharge to bridge officer abilities no longer scales with rank, but the duration of that delay does
      • The chance to take a subsystem offline no longer scales with rank, but the duration now does
      • The duration of that subsystem offline now scales with the owner's Drain Expertise
    • Feedback Pulse:
      • The damage reflection can no longer critically hit
      • The percentage of reflected no longer scales with damage bonuses
      • The percentage reflected is now capped at 50%, 75%, or 100% based on rank
      • The default reflection amount is now significantly lower at each rank
    • Hazard Emitters:
      • Now additionally cleanses DoT effects
    • Transfer Shield Strength:
      • The amount of Shield Healing has been decreased slightly
    • Science Team:
      • The amount of Shield Healing has been decreased slightly
    • Tyken's Rift:
      • Resolved an issue where the power drain applied could be countered by the target's Power Transfer Rate
      • Resolved an issue where the drain applied more than once per second to targets within the area
      • The amount of power drained has been increased
      • The amount of damage dealt has been increased slightly
    • Photonic Officer:
      • The recharge reduction has been increased to 30%, 50%, or 70%, based on rank
      • The base cooldown of this power has been decreased to two minutes
      • This ability is now treated as a buff instead of a status effect and can now be removed.
    • Subnucleonic Beam
      • Is now a Lt. Commander & Commander Rank Science Bridge Officer Ability
      • Now also debuffs Energy Weapon haste for the duration
      • The duration of Subnucleonic Beam's debuff is now 10 seconds
      • The base cooldown has been increased to three minutes
      • The minimum cooldown is now two minutes
    • Recursive Shearing:
      • Damage re-apply is now 15%/22.5%/30% of the damage dealt, based on rank
      • Base cooldown is now 40 seconds
    • Gravity Well:
      • The damage dealt has been decreased
      • Now has a target cap of 25 targets
    • Subspace Vortex:
      • The damage dealt has been decreased
      • Now has a target cap of 25 targets
    • Tractor Beam Repulsors
      • The damage dealt has been decreased
    • Destabilizing Resonance Beam:
      • The damage dealt has been decreased
    • Photonic Shockwave:
      • The damage it deals has been increased
      • Now decreases target's Kinetic Resistance for a short duration on hit
    • Rapid Decay:
      • The damage dealt has been decreased
      • Now deals half damage vs players
    • Chronometric Inversion Field:
      • The damage dealt has been decreased
    • Entropic Redistribution:
      • The damage dealt has been decreased
      • Now deals half damage vs players
    • Override Subsystem Safties:
      • The random subsystem offline caused when it ends is now 5 seconds at all rank and can no longer be resisted or removed
    • Kinetic Magnet:
      • The debuff now lasts until the duration ends or it is cleansed, and no longer goes away after the target takes a set amount of damage
    • Deploy Countermeasures
      • The duration of the Kinetic Damage Immunity no longer scales with Control Expertise
    • Needs of the Many:
      [
      • The Temporary Hitpoints now scales with the caster's Shield Emitters
      • The base amount of Temporary Hitpoints has been decreased
    • Reroute Reserves from Live Support:
      • Now additionally gives a scaling Maximum Power Level increase while active
    • Call Emergency Artillery:
      • The damage dealt by the artillery vessels summoned by this ability has been significantly increased
    • Phlanx Formation:
      • The Accuracy and Defense buffs have been increased
    • Coolant Ignition Plasma:
      • The damage dealt after it ignites has been increased
    • Subspace Boom:
      • The damage dealt has been increased
      • The defense debuff on foes in the area has been increased
  • Skill Tree Changes:
    • Probability Manipulation:
      • The Probability Penetration unlock now gives a chance on crit to gain a stacking Armor Penetration Buff
      • Probability Window has been removed and replace with a new unlock, "Probability Collapse", which gives a flat accuracy/defense buff for the duration
    • EPS Corruption:
      • The damage increase from "Enhanced Corruption" is now the EPS Corruption's default damage
      • "Enhanced Corruption" has been replaced with "Ablative Corruption", which sets the target's hull regeneration to 0% and halves their incoming healing
      • Can no longer be cast on a target afflicted by EPS Corruption
    • [Focused Frenzy:
      • The buff can now be gained by firing projectile weapons as well as energy weapons
      • The Bonus Damage is now only Weapon Bonus Damage
      • The Haste bonus is now only 4% per stack, instead of 8% per stack
      • The Cooldown reduction from Frenzied Reactions is now 1 second, but only has a chance to trigger each time you shoot the target
    • The Ground Armor stat no longer attempts to buff armor items directly. It instead gives you a passive buff to damage resistance directly.
    • Drain Infection now deals consistent damage regardless of application method, scales more consistently with other exotic damage abilities, and has had its damage overall decreased.
    • Control Amplification now applies -25 resistance to Exotic Damage and control effects.
    • Weapon Specialization now gives 4% Weapon Critical Severity at 100 skill, from 6%
    • Weapon Amplification now gives 40% at 100 Critical Severity skill, from 20%
    • Hull Plating/Ablative Hull Plating now state that they buff Physical Resistance as well
    • The "Shield Weakening" skill has been replaced with "Shield Penetration", which makes your weapons ignore a percentage of your targets' shields.
  • Specialization Passives:
    • Causal Glitch no longer affects captain powers
    • Attrition Warfare now has a longer cooldown and a smaller impact at each rank.
    • Entropic Rider now is a per-cycle proc instead of per-shot
    • Temporal Cross-wiring no longer stacks, and is now a 2%/4% buff based on rank
    • Counter-offensive no longer reflects a % of incoming damage and no longer reflects the damage type that triggered it. It now reflects a fixed amount of damage back at the target that cannot critically hit, and its lockout is now 15 seconds at all ranks
  • General Updates:
    • The flight speed of targetable torpedoes has been increased
    • The range at which mines acquire their target has been increased
    • The Republic Ha'apax Warbird summoned by Romulan Fleet Support and the Klingon Defense Force Negh'Var Warship summoned by Klingon Fleet Support should now be much more effective in combat
    • The recharge time of the target subsystem abilities built into Science Ships has been reduced to 45 seconds.
    • The Subnucleonic Transference trait no longer affects the target of Subnucleonic Beam. It now makes your next weapon attack after activating Deflector Overcharge drain power from the target and buff your power levels.
    • The Damage dealt by Causal Anchor has been decreased
    • Powers that increase your ability to ignore a percentage of a target's shields have been re-built to be cheaper on the server, address an issue where the shield penetration debuff would stack on the target for a short duration, and more consistently work properly, including with destructible projectiles as relevant
    • Powers that are intended to affect Exotic Damage abilities will now more consistently work with all exotic damage abilities
    • Shield Absorptive Frequency Generator:
      • The percentage of outgoing damage healed no longer scales up with shield healing bonuses
      • The description now states that this chance is per shot fired. This is a tooltip change only
    • Regenerative Integrity Field:
      • The base heal amount has been decreased slightly
      • The Heal over Time cannot proc as many total times, but has an increased minimum and maximum heal amount.
    • Ramming Speed now instantly adjusts your power levels, instead of depending on Power Transfer Rate.
    • Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds, from your next attack within 30 seconds.
    • The Plasma proc on Weapon Signature Nullifiers and Amplifiers from the Fleet Embassy no longer bypasses shields, has had its damage reduced to 25% of what it was previously, and now procs per cycle instead of per shot.
    • The [ShH] and [HuH] modifiers on consoles from the Fleet Embassy no longer have a lockout but now only have a 1% chance to occur
    • The Damage Bonus on Particle Focuser consoles from the Fleet Lab now only affect Exotic damage
    • Energy Augmentation Anchor:
      • Resolved an issue where this stacked 3 times per player, instead of 3 times total
      • The amount of this damage buff is now 10% per stack
      • This damage buff now only affects Energy Weapons
      • Now affects your entire team always, instead of just teammates that were near enough
      • Can no longer affect NPC's that are not yet hostile such as the Borg Queen in Hive Onslaught
    • The power level buff from the Power Conduit Link proc is now 1 power per stack, not 2
    • Molecular Reconstruction Beam now deals half damage vs players
    • Anti-Time Entanglement Singularity's damage has been decreased
    • The shared cooldown between activations of Fleet Skills Buffs has been decreased to two seconds
    • The Research Lab weekly combat buffs now grant +10/15/20% max hitpoints instead of a resistance buff
    • Gravimetric Torpedo now deals less damage on the spread rifts it applies, but now guarantees one per target hit
    • Resolved an issue where Gravimetric Rifts were causing excessive FPS drops
    • Resolved an issue where some things that aren't weapons could trigger weapon procs
    • Resolved an issue that caused weapon modifiers to affect abilities that proc off of weapons
    • Resolved an issue where Enhanced Armor Penetration and Point Blank Shot were not applying to Weapons during Fire at Will
    • Resolved an issue where multiple players could cause a target to obtain more than 5 stacks of the Coalition Disruptor Proc
    • Resolved an issue that caused Dual Heavy Cannons to not benefit from their +10% Critical Severity during Cannon: Scatter Volley or Cannon: Rapid Fire
    • Resolved an issue that could let players ever resist the power drain from firing an energy weapon
    • Resolved an issue where some powers used an incorrect auxiliary power formula
    • Resolved an issue where Torpedo Transport Warhead's damage did not scale up with your damage buffs
    • Resolved an issue that caused Fire at Will to trigger weapon procs excessively
    • Resolved an issue where some abilities were incorrectly being treated as a hazard that are not hazards
    • Resolved an issue where multiple players could obtain more than 3 total stacks of Energy Augmentation Anchor
    • Resolved an issue where the Resonant Transphasic Torpedo would do no damage when it detonated if it was fired as a Tailpipe Torpedo






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Comments

  • primar13primar13 Member Posts: 1,896 Bug Hunter
    Deflector Overcharge is not on there

    Respec is probably required. :)

  • snipey47asnipey47a Member Posts: 485 Media Corps
    Really comprehensive changes. Some long overdue fixes that we always knew were doing things that they weren't supposed to be.

    I'm excited for these changes to get on Holodeck and adjust to the new way of things. Some changes to build approach in PVE. But PVP has just got a whole lot better.

    Thank you Spartan

  • holyknight22holyknight22 Member Posts: 174 Arc User
    Just from looking over the notes, I like the Account Store: Ship Traits which means I can put the Battle Ready Trait on an Eng heavy Gorn toon for extra defense.

    I also like the changes to Cannon: Rapid Fire that gives it a damage boost and fixing the DHC's so that they actually use their innate Critical Severity.
  • captainmd10captainmd10 Member Posts: 199 Arc User
    primar13 wrote: »
    Deflector Overcharge is not on there

    Respec is probably required. :)

    I just respeced and that unlocked it.
  • darkbladejkdarkbladejk Member Posts: 3,713 Community Moderator
    so much deliciousness in these notes.
    "Someone once told me that time was a predator that stalked us all our lives. I rather believe that time is a companion who goes with us on the journey and reminds us to cherish every moment, because it will never come again." - Jean Luc Picard in Star Trek Generations

    Star Trek Online volunteer Community Moderator
  • davefenestratordavefenestrator Member Posts: 10,511 Arc User
    "The dilithium store has a new section, "Account Starship Trait Unlocks", ... "

    Is it accidental or intentional that this does not include the Fed-only Reciprocity?

    I realize it's available in lock boxes, but for Phantom owners it would be very nice to be able to claim it on Romulan and KDF alts for free.
  • geekguy79geekguy79 Member Posts: 209 Arc User
    As a 70 to 90k ish engineer, I actually like some of these changes alot. Slightly less crit chance but double the sev from skill tree, oh heck yea! Point blank shot and armor pen was never even applying to faw? I didn't even know that. I think I actually like the change to beam overload a LOT too, right now, even with the past slight nerf to it, surg strikes 3 is still miless ahead of beam overload, this sounds like it might actually make it better now.

    So yea I see some nerfs, but I also see some nice buffs here and there. Kinda impressed by these changes.
  • sthe91sthe91 Member Posts: 5,438 Arc User
    Holy Tribble patch notes, Batman!
    Where there is a Will, there is a Way.
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    How does the changes to Boarding Party effect Orion Maurading Assault Shuttle Pets with their innate boarding parties?
  • godimasgodimas Member Posts: 70 Arc User
    So, im still a little confused on FAW

    At higher ranks it gives a damage and accuracy decrease... why would I use a higher rank then?
  • lordgyorlordgyor Member Posts: 2,820 Arc User
    Why did Cannon Scatter Volley get such a major damage debuff? Are cannon damage raised by that much?
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    lordgyor wrote: »
    How does the changes to Boarding Party effect Orion Maurading Assault Shuttle Pets with their innate boarding parties?

    It gets all of those changes to its innate boarding party.
    godimas wrote: »
    So, im still a little confused on FAW

    At higher ranks it gives a damage and accuracy decrease... why would I use a higher rank then?

    At all ranks it does. At higher ranks it decreases its accuracy and damage less, meaning it that higher ranks are more accurate and more damaging.

  • captainmd10captainmd10 Member Posts: 199 Arc User
    "The dilithium store has a new section, "Account Starship Trait Unlocks", ... "

    Is it accidental or intentional that this does not include the Fed-only Reciprocity?

    I realize it's available in lock boxes, but for Phantom owners it would be very nice to be able to claim it on Romulan and KDF alts for free.

    Those traits were intentionally left out. It would kill the value of the lockbox trait packs if they became account-wide for free.
  • allyoftheforceallyoftheforce Member Posts: 735 Arc User
    Time to copy another character.
  • antep01antep01 Member Posts: 96 Arc User
    Yeah Cool thx another nerf for all Sci Players :/

    Gravity Well:

    The damage dealt has been decreased
    Now has a target cap of 25 targets

    Subspace Vortex:

    The damage dealt has been decreased
    Now has a target cap of 25 targets

    Tractor Beam Repulsors

    The damage dealt has been decreased

    Destabilizing Resonance Beam:

    The damage dealt has been decreased

  • huijianhuijian Member Posts: 108 Arc User
    primar13 wrote: »
    Deflector Overcharge is not on there

    Respec is probably required. :)

    ABSOLUTELY, skill respec will be a must
    3GIYBa2.jpg?1
  • aliaranelaliaranel Member Posts: 5 Arc User
    Very nice list, very nice changes. Cant wait for these changes to hit holodeck ( or at least part of them .) ).
  • leemwatsonleemwatson Member Posts: 5,342 Arc User
    I really, really hate the loss of Sub Neuc for Sci Cap's and increasing it's CD for Boff's really makes it worthless IMHO. This combined with Photonic Fleet made the Sci's useful, and now we have only one debuffing ability.

    I really think Careers are pointless now with the the new skill tree and this. Where's the incentive to play different careers if everyone has the same stat potential!?
    "You don't want to patrol!? You don't want to escort!? You don't want to defend the Federation's Starbases!? Then why are you flying my Starships!? If you were a Klingon you'd be killed on the spot, but lucky for you.....you WERE in Starfleet. Let's see how New Zealand Penal Colony suits you." Adm A. Necheyev.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    @crypticspartan#0627 - Why did you have to nerf the Gravity Well damage yet again? It got nerfed back when Borticus "fixed" it (Release Notes Oct 3, 2013). It was nerfed with the skill revamp "normalization". Not sure why a third hit of the nerf bat is warranted.

    Mostly like the changes, but please put the deflector overcharge stats so I might comment on it compared to what we have now.
  • crypticspartan#0627 crypticspartan Member Posts: 847 Cryptic Developer
    lucho80 wrote: »
    @crypticspartan#0627 - Why did you have to nerf the Gravity Well damage yet again? It got nerfed back when Borticus "fixed" it (Release Notes Oct 3, 2013). It was nerfed with the skill revamp "normalization". Not sure why a third hit of the nerf bat is warranted.

    Mostly like the changes, but please put the deflector overcharge stats so I might comment on it compared to what we have now.

    This line:
    Resolved an issue where some powers used an incorrect auxiliary power formula

    Was a very direct buff to some powers, including Gravity Well. If you recall the issues with the initial Auxiliary Power Normalization on Tribble, one thing I noticed during this set of changes was that some powers, including Gravity Well, did not get the second change to scale off of 50 base Auxiliary Power instead of 5 base Auxiliary Power.

    Subject to change, here are your Deflector Overcharge stats:
    • 30/40/50 Drain Expertise for 30 seconds
    • 30/40/50 Control Expertise for 30 seconds
    • 30/40/50% Bonus Exotic Damage for 30 seconds
    • 30/40/50% Bonus Outgoing Shield Healing for 30 seconds
  • snipey47asnipey47a Member Posts: 485 Media Corps
    Hi Spartan,

    It wasn't in the patch notes so it may be unintentional but the Plasmonic Leech tooltip has changed and it appears there has been a changed to the drain to foe and benefit to self.

    See attached:

    rJrNhJT.jpg


    If I recall correctly, a drain stat as display currently on Holodeck will get you about 3.0 drain and benefit to self per stack. However, as you can see the drain to foe is much lower and the benefit to self is only 0.75. Also, no matter how high we scale up Drain X (up to 650), the benefit to self doesn't change.

    Can you please clarify the situation for Plasmonic Leech?

    Thank you for your time
  • staq16staq16 Member Posts: 1,181 Arc User
    As a grognard who never moved beyond an Eng in a beam-throwing cruiser, a sci in a sci ship, and cannon-armed Tacs, I approve of these changes.

    Sometimes if you stand still long enough the world comes around to you.
  • spencerb96spencerb96 Member Posts: 243 Media Corps
    Leech change is a bit much, but I understand the reasoning for it. Might just be a bug, but no matter the drainx, can't increase power from leech per stack above .75.

    I'd rather of had the resistance from the Fleet Combat Buff scaled down instead of the HP, but it does mean we'll actually need to invest in resistance skills/ consoles again for some things.
    ffluoti63bi9.png
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited March 2017
    @crypticspartan#0627 - By the way, and sorry for the double post, since you're fixing weird interactions since I know Tykens was having weird effects with EPS from the target, you should also take a look at cycling dual Aux2bat with 3 technician doffs. There is some weird stuff that goes on with the Aux power level when doing that that I don't think should happen since Aux2bat should drain Aux power for 10 seconds, but it doesn't. And this is without anything that boosts power levels. The Aux power level starts floating up by itself.
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