Updated all Mines:
Reduced basic launches of Mines from 5 mines to 4 mines.
Adjusted core power variables up by 5% to compensate.
Each mine previously accounted for 20% of intended damage, now accounts for 25%
This change did not affect Tricobalt Mines, which already launched 1.
Nor did it affect Cloaked Tractor Mines, which already launched 4.
Number of mines launched by "Dispersal Pattern Alpha", Mine Trail, and "Dispersal Pattern Beta", Mine Spread, have been reduced:
Rank 1 = Reduced from 8 to 7
Rank 2 = Reduced from 12 to 10
Rank 3 = Reduced from 16 to 14
Recharge Times on Mine enhancing abilities have been altered.
Category recharge times have been reduced from 30 seconds to 15 seconds.
Individual ability recharges have also been reduced by 15 seconds.
At Rank 1 this results in the cooldown changing from 85 sec to 70 sec.
At Rank 9 this results in the cooldown changing from 45sec to 30sec.
These changes bring them in-line with Torpedo enhancement abilities.
Recharge time on individual Mine Launchers have not been modified.
This may result in a situation where your Dispersal Pattern refreshes before you can launch more mines, if you have only a single launcher equipped.
Adjusted damage for all Detonate powers to 125% of previous values.
This increase is in addition to the aforementioned 5% increase to offset fewer Mines per launch.
Tricobalts only adjusted to 110% of prior.
Transphasics balanced separately to account for increase in Shield Penetration.
New damage is approx. 70% of previous; see below for Shield Penetration changes
Photon Mines:
Increased agro/follow range from 2km to 3km.
Increased stealth value from 4825 to 4875.
This is about a 0.5km perception distance change.
Quantum Mines:
Increased flight speed from 25 to 45.
Increased explosion triggering distance from 0.4km to 0.7km.
Increased explosion radius on Detonation from 1.0km to 1.5km.
Plasma Mines:
Increased duration of DOT from 10sec to 15sec.
Periodic damage of DOT has slightly decreased, but total damage dealt is increased due to longer duration.
DOT can be cleared with Hazard Emitters.
Transphasic Mines:
Increased shield bleedthrough from 40% to 80%.
Transphasic mines will disrupt the enemy shields, leaving a Shield Healing debuff in place.
For 5sec after being hit with a TP Mine, Shield healing is 50% less effective on the target.
Shield Redistribution will also be less effective during this debuff.
Debuff magnitude does not stack, but multiple hits will extend the duration of the debuff.
More mines make for a longer debuff.
Debuff can be cleared with Science Team.
IMPORTANT NOTE: Breen Transphasic Cluster Torpedo does not benefit from this change. See below for separate changes related to this weapon.
Chroniton Mines:
Increased chance to apply slow from 33% to 100%.
Slow debuff is now resistable, and abilities that make you immune to movement debuffs will now affect this debuff.
Duration of debuff can be enhanced with Graviton Generators skill.
Magnitude of debuff decreased to 25% of previous, but debuff can stack.
Standard minefield = 25% x 4 = 100% of previous magnitude.
Tribobalt Mines:
Reduced Repel magnitude per hit by 50%.
Added a 20% chance to spawn a Subspace Rift which Disables enemies that are within its radius, same as High Yield Tricobalt.
This rift has a slightly random spawn location so that multiple mine explosions, i.e. Dispersal Patterns, are unlikely to spawn directly atop one another.
These rifts do not last as long as those created with High Yield Tricobalts.
3-4.5 sec, instead of 3.5-12sec, scales with Subspace Decompiler skill.
Altered Disable duration range from 2.66-4sec, 2.5-5sec.
This scales with the Subspace Decompiler skill.
Tricobalt Mines can now make use of Dispersal Patterns.
Dispersal Pattern Alpha:
Rank 1: Two launches of one mine each.
Rank 2: Three launches of one mine each.
Rank 3: Four launches of one mine each.
Tricobalts have a 5sec delay between each launch, instead of the standard 2.5sec of other types of mines.
Dispersal Pattern Beta:
Rank 1: Launches two mines - one right, one left.
Rank 2: Launches three mines in a triangle formation - one top, two bottom.
Rank 3: Launches four mines in a square formation - two top, two bottom.
Breen Transphasic Cluster Torpedo:
This weapon now only spreads out into 10 Mines instead of 12 Mines.
Despite being Transphasic, these Mines only possess 40% shield bleedthrough instead of the upgraded 80% of other Transphasic weapons.
To compensate for this, the damage of Mine's each explosion remains higher.
They also do not apply the Shield Healing debuff present on other Transphasic Mines.
Modified the behavior of this torpedo:
It now explodes more reliably on its target, rather than immediately upon being fired.
The Mines launched by the initial explosion are more likely to chase their target correctly instead of fly past them.
Both the Torpedo detonation and the Mine detonation distances have been decreased in order to ensure greater reliability in their behavior.
If the Torpedo's initial target is destroyed before impact, it will now seek out the nearest enemy target instead of becoming dormant.
NOTE: The behavior, relative power & utility of this weapon are still under scrutiny to ensure they are properly balanced. More changes may be forthcoming.
They are just patch notes, but hot-damn, look at those Chroniton and Transphasic Mines!
Comments
transphasics reducing the ability to heal shields sounds like the most broken addition yet. 90% or more of someones survivability in pvp relies on a persons ability to heal their shields and stack resists on them. if getting hit with transphasic mines reduces some ones ability to heal shields, you just removed 50% of their defense. you might as well double the amount of damage every weapon does in game, this change is THAT bad.
In other words, still under consideration and feedback; not a final result.
Been playing STO since Open Beta, and have never regarded anything as worse than 'meh', if only due to personal standards.
I think this translates to "Unless we can think of a better way to make money off of this"
Really though, what the TRIBBLE.....
I'll say. I used to avoid those two mines like the plague, but now they actually look somewhat viable.
The Breen torpedo, on the other hand...
Well well, I had sort of the same feeling. Then I got evil grin. They finally found the "cure" for zombie builds. On a serious note, it is a buff to science ships sort of. All that trash clearing like gravity wells will be much more needed.
I'm gonna try it on tribble definity. I wonder how dispersal pattern III with chronitons/transphasic will look like.
What's more frustrating is that Bort didn't listen to any of the 9,000+ posts in his thread telling him exactly what was wrong with mines. He still thinks it's something to do with the procs not being good enough for some reason, rather than them being mechanically clunky/buggy
vids and guides and stuff
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
Photons, quantums and plasmas are still a bit on the weak side tho...
Chronitons may be OP depending on how many times it stacks and how long each proc lasts, as you can easily be hit by 40 mines in a matter of a few seconds... Giving a total of 1000% movement debuff. (always remember to think "team" when skills are balanced)
Transphasics, love the shield heal debuff, althoug i assume its a cap debuff, not a resist debuff. Resist debuff would have been nicer.
4 Tricobs at once!!! :O Imagine this fully specced, on an escort with 5 TCD consoles! Gonna be awsome for STFs at least! (Hey Minimax! Time to make a new tric bomber build!)
Went on. Tested stuff. Laughed at a few things.. such as how insane plasma Mine DoT damage can get when Multiple Plasma Mines hit single targets. The new change to TRansphasic Damage looks cool, but No one was around for me to test the actual reason to try them out, the Shield heal debuff.
Tricobalt Mines have a bug, where when you use a Mine Dispersal Pattern, It does not put the Tricobalt Mine on cool down. So after the usual 15 Seconds of using a Mine Dispersal Pattern, you could either A: use another Dispersal Pattern, or B: Drop a Tric Mine before cauing a 60 Second cool down.
And as far as Chorniton Procs, I wouldn't know because using them on the borg isn't very productive.
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
Resistable? "Disrupt Shields" this doesn't mean take shields down.... I hope...... that would be a very VERY bad idea.
Aside from that, anyway to resist a transphasic mine proc?
| Join Date: January 2009 | Computer | Fleet: Broken Wings |
as far as i understand, it reduces the efficiency of shield heals, that's all.
Perhaps it's to find out what will be going live so you can be ready for it and not go into a Wild PVP Que and find your self on the wrong end of buffs that you never checked to see how badly broken they could, or would be.
But hey, why should anyone do that? Who cares if you get your butt handed to you by changes to powers you didn't expect. :rolleyes:
Think about this:
American Football has been in open beta for 144 years. ~Kotaku
I'm with hilbert on this. Why bother because you would never get enough time on tribble to do meaningful testing. If you find a bug, it will move to holodeck anyway. Tribble isnt a test server. Its just pointless now. Only use i have for it is skill tree planning. Thats where it ends for me.
Back when I subebed I didn't mind going on tribble and testing my own stuff now and then... really at this point ya what is the point to be honest. Its not a Test server at all its a Preview server... and I can wait till tomorrow when its live to file any bug reports I come across.
I do see your point Tea it would be nice if more testing go done... really though Cryptic has done it to themselves. No one is willing to test... for the reasons Naz and Mancon pointed out. Its going live regardless and even if 10 of us get on to test the night before it goes live... some d bag will find a way to make the changes annoying anyway.
Tricobalt mines worry me you can do 100k+ per volly without crits.
Why bother carrying any other weapon.
:mad:
Awoken Dead
Now shaddup about the queues, it's a BUG
R.I.P
inorite, how about those yewayseefives? Clever jam implementation, IMO, if they get the proc right.
Anyway, my question was going to be how do the plasma procs look, but Tea answered already.
What's missing is an aceton beamish mine. If you're going to dull healing with transphasics we need an option to take the edge off of the dps spike (other than the current FOMM nerf by way of TT).
Edit: This would be the thermionic mine I guess?
CommanderDonatra@Capt.Sisko: ahhh is it supposed to do that?
Norvo Tigan@dontdrunkimshoot: hell ya, maybe
yup, 3 times the chance of proccing... but with 1/4th effect, and with 4/5th number of mines dropped= 100%x3x0.25x0.8 = 60% = chronitons nerfed by exactly 40%. (not to mention working resist and counters in place, leaving chrons a poor choise)
transphasics seem a good choise now. and possibly tricobs with attack pattern...
Increased chance to apply slow from 33% to 100%.
Slow debuff is now resistable, and abilities that make you immune to movement debuffs will now affect this debuff.
Duration of debuff can be enhanced with Graviton Generators skill.
Magnitude of debuff decreased to 25% of previous, but debuff can stack.
Standard minefield = 25% x 4 = 100% of previous magnitude.
Fancy math:
debuffs stack
100% chance of debuff
Standard minefield = 25% x 4 = 100% of previous magnitude.
Each mine previously accounted for 20% of intended damage, now accounts for 25%
...So where'd the 0.8 come from ? Basically they made a 1 in 5 chance to get the debuff a 100% chance.
Awoken Dead
Now shaddup about the queues, it's a BUG
the old way dropped 5 mines at 33% chance each. That's a average of 1.66 proc per cluster dropped. New drop has a static 1 full proc. Hence, 40% reduced. In short, the old cluster would almost always give one proc, and often give a double proc. The new system is capped at 1 full proc per cluster.
(the 0.8 comes from 4number of mines reduced from 5 to 4, equalling a 20% lower droprate. Multiplying by 0.8 = -20%)
Your assuming the 33% is constant everytime the mines are dropped, but there's also 67% chance of no proc. 100% means it ALWAYS applies a a debuff, AND the magnitude was increased to 25% to compensate for 1 less mine dropped. Statistics isn't my specialty.
Just be ready to RESPEC your capt so you'll have skillz to cancel the debuff, and your TAC has APO. Ship may also need inertial dampeners, and capt skill if I read it right.
Awoken Dead
Now shaddup about the queues, it's a BUG
Assuming someone ran over a cluster under the old system then you have to use this probability formula...
1 - ( ( 1 - x ) ^ y )
When you do that you find that there was a 87% chance to land at least one proc in a mine cluster... hence why anyone that ran mines ONLY ran chrons.
Lets all be honest Chron mines where pretty much 100% chance of proc before... so I am willing to believe that this change really is a chron nerf... of course tying it once again to the skill tree is a fantastic way to sell more respec tokens.
...until my kill count start to go up when I use them.
Chroniton mine
tractor mine
transphasic
transphasic
rinse and repeat
Awoken Dead
Now shaddup about the queues, it's a BUG
pvp doesnt want it
it has no use in pve with that shield healing debuff.
why are they doing this to us?