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Skill Tree inaccuracies and concerns

SystemSystem Member, NoReporting Posts: 178,019 Arc User
The Flow capacitors or the one that increases energy drain strength does nothing to energy siphon drain strength it is still set at a constant gimpy lvl only the duration is effected by aux lvl. This skill needs a overhaul cause there is a reason no one uses it.

The tier 5 decompiler skill doesn't increase charged particle burst cloak disable at all like it says it should.

I'm concerned about the new insulator skill as abilities that use shield drains and power drains are already subpar or super easy to counter as is that they will become even more so especially in the PvP environment. It might be great for fights with NPC's that have superinflated abilities and can use them with a constantcy, but for pvp can really hurt the abilities that do this stuff.
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  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    I'm concerned that no matter if I have pumped all my weapon related skills that control Acc/CritH/CritS to 9's my Toon new Accuracy, Critical Hit chance and Critical Severity seem stuck on 15% / 3.4% / 59.1%.

    Are these stats being calculated properly ingame
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Roach wrote: »
    I'm concerned that no matter if I have pumped all my weapon related skills that control Acc/CritH/CritS to 9's my Toon new Accuracy, Critical Hit chance and Critical Severity seem stuck on 15% / 3.4% / 59.1%.

    Are these stats being calculated properly ingame

    No, they aren't.

    More or less, you're throwing points away for nothing.

    But hey... you can throw points into ground. People seem to believe this is how space PvP should be done now.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    the crit and crit severity at least don't show your true value probaly as done on a per weapon basis whereas the ship stat tooltip just shows your universal value for both energy weaps and projectiles.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Destoroyah wrote:
    the crit and crit severity at least don't show your true value probaly as done on a per weapon basis whereas the ship stat tooltip just shows your universal value for both energy weaps and projectiles.

    I hope this is the case.

    I just got through comparing my Tac VA on Tribble and Holodeck and found that just using the status screen for the ship:

    My base number on Holodeck for critical chance is 5.4 and on Tribble 3.4. For critical severity, 84.2 and 59.1 respectively.

    This was using a max all DPS skills approach. Any left over points were used for the defense skills. Which didn't seem to hurt as bad.
    In a AE on Holodeck at full speed I have a 90% defense and on Tribble 89.5%
    My resists didn't change that much ether just one or two percentage points and I had an increased turn rate by .1%.

    edit: Oh and I don't have as many points in ground on tribble ether.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Hakaishin wrote:
    No, they aren't.
    Ah, then it needs to be fixed.
    More or less, you're throwing points away for nothing.
    Only if I put SP into stealth (as a skill shouldn't be needed on cloaking vessels), or some of the other skills that are being reported as not affecting thier respective abilities.
    But hey... you can throw points into ground. People seem to believe this is how space PvP should be done now.
    I'm under the impersssion that ground skill tree is a different thing entirely (in theory) and those skills that are in the new tree are merely palceholders until they add the new ground tree.
    Destoroyah wrote:
    the crit and crit severity at least don't show your true value probaly as done on a per weapon basis whereas the ship stat tooltip just shows your universal value for both energy weaps and projectiles.

    So those stats in the UI are only the base without the added 10%ACC, 50% CritS and +2% CritH of weapons with those procs?
    That makes sense. It appears on Holodeck the +50% from AP weapons is displayed in the base stats.
    giving me a fully buffed with Apa 29.8%Acc/ 13.2% critchance/ 124.98% critseverity.

    On tribble fully buffed with ApA and the weapons Procs, my scores run 20.9% ACC/ 8.4% Critchance/ 108.79% Critseverity.

    So I wonder where the missing numbers went in the new build?
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited November 2011
    Also I think more is in play here than just flat out Skill Tree point placement.
    Vessel types and thier respective BOff lay-outs are now a factor in the SKill tree decision process.
    Why put points into SS maneuvers if one does not use it at all or is not a Tac toon?

    Also I think the Tier caps need to be lowered slightly for Tiers One through Four to help facilitate better effiecency in in SP spendage overall.
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