Tribble has been updated to: ST.75.20170306c.6
Systems:
- The Plasmonic Leech now stacks up to 10 times
- The Plasmonic Leech self-buff now stacks with the Power Conduit Link proc found on the M.A.C.O. Resilient Shield Array and Adapted K.H.G. Resilient Shield Array
- The damage dealt by Plasma-Generating Weapon Signature Amplifiers and Plasma-Generating Weapon Signature Nullifiers has been increased significantly relative to their current state on Tribble
- The healing proc found on Shield-Repairing and Hull-Repairing Weapon Signature Amplifiers and Nullifiers once again has a 2.5% chance to proc.
- They still do not have a lockout.
- Resolved an issue that caused the [Inertia] modifier to not have any effect.
- Resolved an issue that caused the [Over] modifier to have an excessive proc rate.
- Resolved an issue where the Explosive Corruption and Ablative Corruption unlocks were giving the incorrect unlocks.
- Resolved an issue that caused Plasmatic Biomatter and Phased Biomatter weaponry to not update the radius of their proc in the tooltips if it should change.
- Resolved an issue that could cause the Plasma Feedback Cascade module to trigger multiple times.
- The Defense Tab of the Ship Stats window now shows you your Radiation and Electrical Damage Resistance
- The Auxiliary Power Configuration - Defense Reputation Trait now gives +All Resistance Rating instead of +Energy Resistance Rating and +Kinetic Resistance Rating.
Comments
seriously, cryptic...as happy as i am to see this, would it KILL YOU to use proper numbers? you don't have to live up to your name ALL the time
#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
What's significantly?
Well, with the accuracy penalty on B:FAW we learned that slightly means 50-30%. We can piece all of it together, I'm sure of it. Significantly probably means 400-500% !
Given -30% ACC means nothing in PvE, that is a rather slight nerf.
Daizen - Lvl 60 Tactical - Eclipse
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#LegalizeAwoo
A normie goes "Oh, what's this?"
An otaku goes "UwU, what's this?"
A furry goes "OwO, what's this?"
A werewolf goes "Awoo, what's this?"
"It's nothing personal, I just don't feel like I've gotten to know a person until I've sniffed their crotch."
"We said 'no' to Mr. Curiosity. We're not home. Curiosity is not welcome, it is not to be invited in. Curiosity...is bad. It gets you in trouble, it gets you killed, and more importantly...it makes you poor!"
1st is tribble, 2nd is holodeck, proc chance is much worse on tribble... so... still no.
Thanks.
I'm not against them nerfing the plasma consoles, but there is a happy medium between making them useless and promoting diversity. It would be nice if they could find that line rather then just nerf them into oblivion.
2) Keep a partial damage boost from what it now on Tribble but return it to a per shot cycle.
3) Skip all this and increase the base damage output on weapons for tactical captains so plasma explosions aren't needed at all to be competitive.
A science console the gives +37.5 on a sci stat, mods threat + or - and even buffs certain types of exotic damage is not useless. To me it sounds like a very effective sci console. Buffing energy weapons should not be a sci consoles job, you dont sci then put in some universal consoles.
Builds become diverse.
Reduced dps will make stf runs last a bit longer.
I did a few dozen last week and I cannot remember a single detail from them because they are over so fast they barely register in memory. The tac and engy ships that use some universals will make runs more memorable too if you start seeing more things like singularity projectors or separations consoles.
Universal consoles could use a balance pass too. For every useful one there are 10 that could be good enough to slot but are just not there yet.
So by that logic all science consoles that do anything other then buff science should all be nerfed?
How was this "excessive proc rate" calculated - was the intention to remove the [over] madness when a BFAW cycle ends using [over] beams, or an overall proc rate reduction - because on holodeck I'm seeing the expected proc rate on the modifier when used normally, its only at the end of a BFAW cycle it goes mad
So much this. I was really liking the direction the rebalance was going by fixing an obnoxiously potent mechanic from a state of "use only this" to "other options now available". The sheer amount of outcry over these consoles is evidence that they were the focus of too many builds obtaining almost mythical status. No single item should be that "must-have" for literally almost any build.
Please cryptic, don't bow to forum pressure and "increase" them any more - there are many players who are seriously excited about the diversity that will now be seen.
What they meant to say is that your fun is wrong and the current meta being used by a lot of the dpsers is wrong. Destroying this meta will increase the fun.
I'll mention a single example another poster described: because of the changes to embassy plasma and cannon firing cycles, turret builds are no longer reasonably viable. At the same time, gimmick consoles will still not be meta because there are _many_ other DPS-oriented replacements for embassy plasma. What then is more important for diversity: having more viable builds that play differently and have strengths in different areas, or the ability to equip more different consoles in just one or two top builds that ultimately play exactly the same regardless of what consoles are slotted?
To be fair, the plasma changes did make more ships viable, since it reduced the importance of science console slots. But if these other ships end up being built the same way to play the same way, is that diversity really significant?
first i make Much Pvp and i use Spiral Wave Disruptor Beams but the proc to disable one Subsystem
never hit (Maby all 500 hits One Time)
i have 4 of it
But the Resistance Debuff procs nearly 100%
i hope the disable proc going to be fixed
Greets
Ekypyros
Them being changed to per shot was one of the main reasons they were OP to begin with. Prior to the Tribble change they had a chance to proc the shield bypassing damage every single shot for massive damage. They're far more balanced now than they ever were previously.
that's one of my main gripes as well is i wish it would import our bar setups and loadouts.
Can you provide some combat logs or something demonstrating what you're seeing. I have access to Spiral Waves myself and will try to test this as well, but just curious as to what kind of evidence you already have to add together. Also nice picture of an El-Manouk alien XD
Star Trek Online volunteer Community Moderator
In Combatlog dont show up disables or Res debuff
But i have much testet in PVP 1vs1
Res Debuff Evertime ! But no Disable !
if you want i show it you in PvP 1vs1 thats the disable rate much lower(nearly 0) then Res Debuff
Edit*****
My evidency is my Play XP in kerrat Never see offline at the enemys ,onlyone where i have see going offline was at a borg cube but not to other Players
Ok I try when Fleet Members another test in 1vs1 , and save the Combatlog (to me "dont forget disable not rotate logs )
upload later a log
greets
Ekypyros
THANK YOU SO MUCH!
(Possibly of note: I logged in to check this and the tool tips were still not displaying radius correctly, even after several map changes. Erased character and loaded in a fresh copy and the tool tips are now reporting a glorious 2.5km radius. Most excellent )
Totally agree with this sentiment. However that line might be considerably lower than what you're happy with. And probably should be low enough that the aggro manipulation is the main point and principle value of these consoles, not the damage proc. I'm happy to see less shield penetration almost anywhere in the game (its a mechanic that's run amok IMO). Whether the new damage is the right damage for the Dev's goals, I can't say. But if the damage is high enough its desirable/meta to stack them for damage rather than aggro manipulation, then it's probably too high. If they were unique, then I'm sure the damage could be much higher without setting off alarm bells.