Particle generators are bug? according to this list: , is not affecting FBP:
http://home.comcast.net/~amicus/Skill%20Point%20Effects.htm
John Sheridan@playhard88 -
FED Tactical
Vin Naftero@playhard88 -
FED Sciencie
K'tan@playhard88 -
KDF Tactical
Argento@playhard88 -
RRF Tactical (FED)
Comments
almost all of the dmg science powers are boosted by it.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
my Reflection for FBP 3 is at 1 (Buffed to 2 from tac buffs) if I take even one console off it drops below 1 to .93ish.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
In other words, if you're hit for 1000 damage and your FBP will reflect 20%, that 200 damage becomes the base that is subsequently modified by your Particle Generator skill.
We plan to look into the mechanics of the power when there's time, and see if we can streamline that into directly modifying the % reflected, without modifying the overall effectiveness.
Cryptic - Lead Systems Designer
"Play smart!"
When u take a look into feedback pulse, please check that tactical buffs (GDF, APA, etc) are buffing the damage of feedback pulse, and the result is a tactical capitan doing more damage with a sci skill than a sci capitan.
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
This is a system-wide issue that doesn't have an easy fix, but it's on our radar to see if we can address it.
Cryptic - Lead Systems Designer
"Play smart!"
Though that wouldn't actually help where science now needs help. Powers like Tachyon Beam or Charged Particle Burst don't even deal damage, but they are now considerably weakened thanks to the strong, constant resists against them.
I would like to see this resists turned into a reactive resistance buff - once affected, you get resistance to subsequent effects for 15 seconds or so. So that science power stacking is ineffective, but the single power is still useful.
But they have such long CD
I think tac captain buffs should buff weapons only.
That would be way more complicated to figure out different flat boosts for every different power in the game, not to mention different versions of the same power. You can't have tacscorts slotting a dem1 and applying 500 hull damage per shot. Percentage is fine, but I do agree that they should should change it so it doesn't affect exotic types of damage
maybe sci captains should get a skill that buffs operations, a buff for all sci skills, the same way a tac captain gets APA that buffs all damage.
[SIGPIC][/SIGPIC]
edit: misinterpreted.