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@Borticus is it set in stone?

So on Tribble I still see almost a 35% drop in my overall DPS on my Exotic Damage Build and that leaves me wondering. Is this working as intended or a work in progress still? The term used was "players lose nothing" but it's starting to look like a matter of "I never stated which players would lose nothing" is the coming response. Throughout this games history Science is constantly the red headed stepchild of the 3 classes and has taken numerous sledge hammers to the teeth.
And before anyone says it's too OP loom at pvp...PVP is dead and irrelevant so stop using a.dead horse for an excuse.

The fact of the matter is we have such ridiculous power creep that top geared FAW pew the everything build can kill enemies in Elite with 1 or 2 shots and yet Science needs nerfs? It's basically gotten to the point where Science is viewed as ultimately useless gimmicks and shiny effects. Honestly if you heard of a game where a developer said "hey you can be a warrior with a giant sword that can kill a boss in 2 hits" and then they told you "or you can be a mage like guy that can turn invisible and blind his enemy but it may take 300 hits to kill the boss" which would you choose?

Now yes I know there are hybrid builds like Torp/Sci and science builds with FAW but Tactical FAW should not be the only strategy worth anything don't you agree Borticus? After months of farming dilithium for upgrades and tons of fleet credits to get the gear and weapons I needed to make a pure Science build to have it crippled repeated only passes on the apparent message of Go Tactical or GTFO and that's extremely unfair.

So can I get a definitive answer is Science taking another Nerfbat to the face or is it a WIP?
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    edited April 2016
    I don't think Borticus can answer this in vacuum. As much as possible, the goal is that you do not lose anything. But there can't be any guarantees, since the skill system is different.

    But who can tell why your particular build might have lost damage output, without knowing your respective builds? For all we know, you just forgot to pick a particular skill, or that you have a fleet combat buff running on Holodeck that you don't have on Tribble? Or maybe one of the item you used buffs a different skill than before? How did you even measure your DPS, did you use something that doesn't translate correctly to Tribble?
    Maybe it's not even related to the skill system at all, for example http://forum.arcgames.com/startrekonline/discussion/1212502/bug-strengthened-strengths-resistible-resists-fixed-on-tribble-3-3#latest.
    Or maybe there is actually a bug or unintended consequence that needs to be fixed.

    But without specifics...
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    battykoda0battykoda0 Member Posts: 959 Arc User
    If you lost that much, did you make sure you turned all of your traits back on? They turn off when you respec. I had the same conclusion than found all of my traits were off.
    Wow. There is a new KDF Science ship. I'll be!
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    kyle223catkyle223cat Member Posts: 584 Arc User
    edited April 2016
    I have to disagree on one thing, Engineering is definetly the most underpowered class. Yes Science does take hits, but Engineering doesn't really get anything "OP" to begin with. Science still isn't nearly as favorable as Tactical when it comes to the current game, and Engineering is way down there in last place.

    Also just a thing about PVP, once no one does it we can say it's "dead and irrelevant", but as long as ker'rat is almost full and the queues pop, we can't say that.
    da84303d8bc4080b9860968f634f98682215bbe5.gifv
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    dareaudareau Member Posts: 2,390 Arc User
    Bort is on record as stating that "Players Lose Nothing" means that, as much as possible with all the conversions, etc., the gear on your ship will give you X value of "nu-skills" and that - assuming you pick the same amount of skill points in the new system as the old system - the effect of that "nu-skill" value should have the same... influence... as it does in the multi-box model.

    HOWEVER, at the same time, Bort's doing a "rebalance" of the aux power effects equation. Right now, each point of Aux power gives 2/3rd an "effect" point. After the "rebalance", each point of Aux power will give 1/2 an "effect" point. And the "baseline" point where the old system and new system are to "interface" is 100 aux.

    Basically, if you ran your current build at 100 aux on holodeck, made note of damage numbers, then did the same on Tribble with 100 aux and the "proper equivalent skill conversions / same gear", you should do identical damage.

    But, the "new formula" skews things when you're not at 100 aux - in order to reach today's 100 aux point by 1/2 point steps instead of 2/3 point steps, 5 aux is a lot "higher" now than it was before - but on the "other extreme", those of us who are used to getting +20 "effect" from 30 2/3rd steps will now only get +15 "effect" from 30 1/2 steps...

    Of course, this is from an "early build" - I'm not sure if the numbers have been changed since...
    Detecting big-time "anti-old-school" bias here. NX? Lobi. TOS/TMP Connie? Super-promotion-box. (aka the two hardest ways to get ships) Excelsior & all 3 TNG "big hero" ships? C-Store. Please Equalize...

    To rob a line: [quote: Mariemaia Kushrenada] Forum Posting is much like an endless waltz. The three beats of war, peace and revolution continue on forever. However, opinions will change upon the reading of my post.[/quote]
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    e30erneste30ernest Member Posts: 1,794 Arc User
    Yeah I posted a link on the old Science thread about some numbers posted on Reddit:

    https://redd.it/4d8x0i

    I am unable to get into Tribble right now (due to bandwidth limitations) but it seems like TR and DRB took the biggest hits. DRB is a bit strange though since on Holodeck, it was close to the 0.5% bonus per EPG, so I am wondering if there is something else at play here that is causing it to lose such a large chunk of damage.
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    battykoda0battykoda0 Member Posts: 959 Arc User
    I replaced DRB with FBP so I could slot Energy Siphons. I'm getting more punch from the siphoned power than I did from the DRB. I might just stick with it.
    Wow. There is a new KDF Science ship. I'll be!
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    e30erneste30ernest Member Posts: 1,794 Arc User
    Ok sacrificed some bandwidth to get into Tribble, on comparison, everything else seems to be in line with holodeck, except DRB 3: 3282.4 > 3000.5 Holodeck > Tribble.

    @borticuscryptic since all the other sci skills were re-adjusted to match holodeck numbers, would it be possible to adjust DRB too? That's a 9.4% decrease from Holodeck numbers.

    Tested @130 Aux/ 363 PrtG + Anchored. Left fleet to ensure I did not have any bonuses.
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    mustrumridcully0mustrumridcully0 Member Posts: 12,963 Arc User
    kyle223cat wrote: »
    I have to disagree on one thing, Engineering is definetly the most underpowered class. Yes Science does take hits, but Engineering doesn't really get anything "OP" to begin with. Science still isn't nearly as favorable as Tactical when it comes to the current game, and Engineering is way down there in last place.

    Also just a thing about PVP, once no one does it we can say it's "dead and irrelevant", but as long as ker'rat is almost full and the queues pop, we can't say that.
    I agree. Engineering seems pretty low. The low tier skills are bread & butter (at least for me), but the high level ones are basically more healing then needed or not enough crowd control or damage buffing. The Engineering Captain abilities are also not that great.

    But I am not sure if this is directly reflected in ship or class popularity. IIIRC, Science is still at the bottom.
    Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
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    battykoda0battykoda0 Member Posts: 959 Arc User
    kyle223cat wrote: »
    I have to disagree on one thing, Engineering is definetly the most underpowered class. Yes Science does take hits, but Engineering doesn't really get anything "OP" to begin with. Science still isn't nearly as favorable as Tactical when it comes to the current game, and Engineering is way down there in last place.

    Also just a thing about PVP, once no one does it we can say it's "dead and irrelevant", but as long as ker'rat is almost full and the queues pop, we can't say that.
    I agree. Engineering seems pretty low. The low tier skills are bread & butter (at least for me), but the high level ones are basically more healing then needed or not enough crowd control or damage buffing. The Engineering Captain abilities are also not that great.

    But I am not sure if this is directly reflected in ship or class popularity. IIIRC, Science is still at the bottom.

    I put my engineers into escorts/raptors. They do decent enough in them. I dare say they do better in them than they do in cruisers.

    As far as ships go, I see a lot of cruisers, which are classically an engineering ship. They may work better with a tactical captain in them, but I couldn't say. My tac still flies the raptor - anything less would be uncivilized. I used to heal on science but those days are long gone. I never much healed with an engineer but I would guess that if a science healer is a ghost from the past, an engineer healer is too. Sciscort is the way to go for science these days - fly it like the deflector is your 4th forward weapon. Cruiscort just doesn't have the turn for the frontal shooting in my playbook.
    Wow. There is a new KDF Science ship. I'll be!
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