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Energy weapon doff (cannon special) working as intended?

lostusthornlostusthorn Member Posts: 844
hi,

I'm wondering about the cooldown reduction those Doffs provide.
Why have 15/20/25/30 seconds cooldown reduction on them if the global cooldown is 15 seconds and the individual cooldown 30 seconds? When the doff procs it never reduces the cooldown below 15 seconds.

So why those high cooldown reduction times, seems rather pointless and white qualty doffs the only sensible way since the others provide nothing better.
Post edited by Unknown User on

Comments

  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    i was just checking them out and doing a spit take when i saw this too. they literally just copy pasted the effect of the target subsystem energy weapon doff, a skill that has a cooldown of a minute and a half i believe?

    with the cooldown on these powers being just a short 30 seconds, with a global down to 15 seconds, making the cooldown the variable that changes based on quality is ludicrous. the white doff shaves off 15 seconds, that would be all you need. these abilities rely on their constant up time, if they get a doff, the doff needs to reliably lower the cooldown, down to the global with enough of them.

    it should be the % chance that the doffs cause a proc, like it is for the EPtX doff, or it should be a 100% chance for a cooldown reduction of a couple of seconds like it is for the team ability doffs.

    currently the most you can have is 3 roles with a 20% chance to proc, how absolutely worthless.
  • sovereignmansovereignman Member Posts: 0 Arc User
    edited June 2012
    have all your beam/cannon skills just down to the global cooldown means you just need 1 copy of it and you can grab other boff abilities.

    even though its not as reliable as say the conn officer doff.

    [SIGPIC][/SIGPIC]
    http://www.youtube.com/watch?v=rMm_VoKkuco - Needs more female relief ops ensign.
  • dant158#3249 dant158 Member Posts: 11 Arc User
    edited June 2012
    I'd like to know who designed this particular doff, because it seems that it would have to be a person that has never actually played the game before.

    As dontdrunk said, cycling cannon buffs on an escort is about as basic a build concept as cycling epts. % chances are not something people will use to base a build around, especially if the maximum chance from stacking doffs is 3x20%.
    I was expecting something like the team power cooldown doffs, instead we got copypasta from the target subsystem (which is a totally different animal).

    If I didn't know any better, I'd say it was a placeholder. It's that bad.
  • rooster75rooster75 Member Posts: 0 Arc User
    edited June 2012
    hi,

    I'm wondering about the cooldown reduction those Doffs provide.
    Why have 15/20/25/30 seconds cooldown reduction on them if the global cooldown is 15 seconds and the individual cooldown 30 seconds? When the doff procs it never reduces the cooldown below 15 seconds.

    So why those high cooldown reduction times, seems rather pointless and white qualty doffs the only sensible way since the others provide nothing better.

    Yes, it looks to me like it's broken. I recently equipped a single Beam Variant Energy Weapon DOff and finally just got a proc. It pushed my one copy of Beam Overload 3 to Global Cooldown Timer rendering any version other than the white one moot.

    Edit: Just tested with 3 white versions of the new variant. One copy of BO3 was taken to GCD in 3 out of 4 tries.
  • naldorannaldoran Member Posts: 0 Arc User
    edited June 2012
    Currently there is a 48.8% chance to get a proc with three of the doffs (regardless of quality) which will reduce the cooldown to the global, or 36% with two of them. This isn't exactly the sort of thing which you build a ship around; on the other hand, if they provided a static cooldown bonus, they would be very nearly as effective as the Attack Pattern doffs, which may be undesirable from a design/balance standpoint.

    To me it looks like someone who didn't understand how global cooldowns actually worked, or just didn't realize that subsystem targetting abilities have different cooldowns than other cannon / beam abilities simply changed a variable or two on the regular energy weapons doffs and called it done. The other possibility is simple sloppiness; this is an error that should have gotten caught by internal QA testing, or bar that, on Redshirt/Tribble. Tell those folks in marketing that it is more important to release a functional addition to the system than to surprise everyone with a possibly (and frequently) glitched one.

    The current functionality is quite poor from a design standpoint, since doff quality absolutely should affect performance, which is not true presently.
    12th Fleet | Sad Pandas | Starfleet M.A.C.O.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited June 2012
    All Energy Weapon Specialization doff powers are under review. The new Beam and Cannon variants were honestly copied from the existing Subsystem version, and some of the data may not translate directly.

    As soon as I know how they will be changing, I'll post here. Look for a patch to these in the near future.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited June 2012
    All Energy Weapon Specialization doff powers are under review. The new Beam and Cannon variants were honestly copied from the existing Subsystem version, and some of the data may not translate directly.

    As soon as I know how they will be changing, I'll post here. Look for a patch to these in the near future.

    thats good to hear. 3 purples should proboly have a 100% chance to lower the cooldown to global when all is said and done. the variable between qualities should be the number of seconds the cooldown is reduced, like the team skill doffs, not a chance the doff should proc imo.
  • havamhavam Member Posts: 1,735 Arc User
    edited June 2012
    going out on a limb here, but could it be that the target subsystems Energy Weapons DOff are primarily designed for sci boats, who cannot otherwise reduce the CD of their innate TSS?
  • sharpeyhihsharpeyhih Member Posts: 21 Arc User
    edited February 2013
    Was this ever fixed?
  • captnmolywopcaptnmolywop Member Posts: 0 Arc User
    edited May 2013
    sharpeyhih wrote: »
    Was this ever fixed?
    Yes, its been fixed. The D-Off now a 50% chance to reduce the recharge time by 5 sec (uncommon), 7.5 sec (rare), and 10 sec (very rare). So basically, buy 3 uncommons, or 2 rare and/or very rare in order to proc the global cool down of 15 seconds. With the current prices on the exchange, its probably best to get the 2 very rares at around 4 million each. because if your using the conn officer d-off for tac team, then you attack patterns are CRAZY HIGH
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited May 2013
    I'm curious since I'm not sure this was answered. Does the cannon doff ever reduce the cooldown below the 15 secs global? I've seen it work with two very rare cannon doffs and it shows the time below 15 secs for an instant and then it just gets bumped up to 15 secs.
  • eklinaareklinaar Member Posts: 0 Arc User
    edited June 2013
    lucho80 wrote: »
    I'm curious since I'm not sure this was answered. Does the cannon doff ever reduce the cooldown below the 15 secs global? I've seen it work with two very rare cannon doffs and it shows the time below 15 secs for an instant and then it just gets bumped up to 15 secs.

    No, 15 seconds is as low as it can go.
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