Buff Removal can be controlled on a few factors. The easiest is remaining duration. This proc is currently set to remove the 3 buffs with the LEAST remaining duration.
This is a straight time measurement, not percentage based.
It can easily be changed to strip the 3 with the most duration instead.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
Buff Removal can be controlled on a few factors. The easiest is remaining duration. This proc is currently set to remove the 3 buffs with the LEAST remaining duration.
This is a straight time measurement, not percentage based.
It can easily be changed to strip the 3 with the most duration instead.
Why not make it strip the 3 average time ones. Should be easy to set that up... that way it isn't procing on things with 2 seconds left all the time... and it isn't picking on long duration buffs more often.
Hmmm. What if it stripped the one with the highest time remaining, the one with the lowest time remaining, and the median buff, to give it a nice distribution? Or would that be too complicated?
Buff Removal can be controlled on a few factors. The easiest is remaining duration. This proc is currently set to remove the 3 buffs with the LEAST remaining duration.
This is a straight time measurement, not percentage based.
It can easily be changed to strip the 3 with the most duration instead.
Is it possible to set it up by duration like the least but one of each class type so if you got Alpha Strike, tactical team, rapid fire, Hazard emitters, transfer shield strength, emr power to shields up for example. That as an example say it only remove tactical team, tss, and EPS... so in that example it only would remove one of each class so if someone for example had RSP on stand by they could still counter it in a way instead of for example say an engineer is using this and the 3 buffs they currently strip would be all tactical it ensures they win in this scenario based off of what people are saying... but in the way I suggest they would still have a chance unlike if it could strip all the tactical buffs off leaving the person with no offense.
Atleast they would have a chance if its more specific.
Is it possible to have it remove buffs alphabetically?
Or if you count the number of letters in the name of the ability of the buff, could it remove buffs with an odd number of letters first, and then even last.
Is it possible to have it remove buffs alphabetically?
Or if you count the number of letters in the name of the ability of the buff, could it remove buffs with an odd number of letters first, and then even last.
i before e, except after c
I like the thinking here... very symmetrical.
Perhaps it can remove a min of 3 buffs... but continue removing buffs until the number of letters in the remaining buffs is an even number. This way no one has to be the odd man out ya know... ya feeling me here?
Is it possible to have it remove buffs alphabetically?
Or if you count the number of letters in the name of the ability of the buff, could it remove buffs with an odd number of letters first, and then even last.
i before e, except after c
I removed my sig quote
To what end?
If you just want to remove random buffs there are many easier, less convoluted, and more random ways to go about it.
If you want it to prioritize certain buffs, again, there are better solutions. What's with the alphabetical stuff?
Perhaps it can remove a min of 3 buffs... but continue removing buffs until the number of letters in the remaining buffs is an even number. This way no one has to be the odd man out ya know... ya feeling me here?
Again, why? If you want it to remove a random number of buffs not less than three, then set up some logic including a random number generator that meets those conditions and be done with it.
All of this counting letters stuff is silly, and you guys are making PvPers look dumb. If you've never programmed then please keep your ideas to a very high level overview. "Just randomize the buffs it strips" instead of "count up all the letters and divide by two" type nonsense.
Well what if we assigned each letter in the alphabet a number...
Like say
A = 1
B = 2
Ect...
Then we can add the sub totals of the names of each of the buffs and come up with a number value for each buff... So something like subnuke would be 86... then the system could roll a random number 3 times from 1 to the highest number associated with the most long winded buff. I think that might be Gravimetric Pulse at 182. However to ensure future proff workings should they introdouce the firomactal drive, isopalavial interface or some other really long winded buff that needs to be counted, the system should roll to 300 or so.
Then once the system has rolled these 3 random numbers it could take the numbers of each buff currently active... see above. It Should then take the square root of those numbers and tripple it, then after this is done it could take the 3 numbers and average them into one number... this should be sufficient to create a random number in which to decide which buffs should be knocked out by the proc.
I would say once this random number has been generated in this way... the last digit of each countdown on each buff should be compared to our randomly generated number if the number is divisible evenly by this random number it should be removed in addition to the first last and median buffs currently on the targets bar.
Thanks for your attention to this matter Borticus.
well What If We Assigned Each Letter In The Alphabet A Number...
Like Say
A = 1
B = 2
Ect...
Then We Can Add The Sub Totals Of The Names Of Each Of The Buffs And Come Up With A Number Value For Each Buff... So Something Like Subnuke Would Be 86... Then The System Could Roll A Random Number 3 Times From 1 To The Highest Number Associated With The Most Long Winded Buff. I Think That Might Be Gravimetric Pulse At 182. However To Ensure Future Proff Workings Should They Introdouce The Firomactal Drive, Isopalavial Interface Or Some Other Really Long Winded Buff That Needs To Be Counted, The System Should Roll To 300 Or So.
Then Once The System Has Rolled These 3 Random Numbers It Could Take The Numbers Of Each Buff Currently Active... See Above. It Should Then Take The Square Root Of Those Numbers And Tripple It, Then After This Is Done It Could Take The 3 Numbers And Average Them Into One Number... This Should Be Sufficient To Create A Random Number In Which To Decide Which Buffs Should Be Knocked Out By The Proc.
I Would Say Once This Random Number Has Been Generated In This Way... The Last Digit Of Each Countdown On Each Buff Should Be Compared To Our Randomly Generated Number If The Number Is Divisible Evenly By This Random Number It Should Be Removed In Addition To The First Last And Median Buffs Currently On The Targets Bar.
Thanks For Your Attention To This Matter Borticus.
Perhaps it can remove a min of 3 buffs... but continue removing buffs until the number of letters in the remaining buffs is an even number. This way no one has to be the odd man out ya know... ya feeling me here?
What if...it removed random letters from the buff...?
for example, Emergency power to shields could be stripped to: -merge-c---ow----s
In effect, it could possibly "merge cows" if it proc'd this way
What if...it removed random letters from the buff...?
for example, Emergency power to shields could be stripped to: -merge-c---ow----s
In effect, it could possibly "merge cows" if it proc'd this way
(hurley meltdown in 3...2...1...)
Oh man I love this idea so much.... what if...
First the system could randomly choose say 7 numbers (cause everything in this latest time box is like 7 seconds right) numbers from say 0-121... cause I love the 1.21 gigawatt reference and it is time box time right. These 7 numbers could then be then be divided by each other twice and multiplied by 2 each... this should give us 7 numbers under 26... which we could then translate into letters using the a = 1 b =2 cipher. This could then remove the letters from ALL buffs as you suggest.
Then to make it really cool for everyone... the numbers that represent those letters should be transposed onto a grid of 10^9th power pixels... then in chunks of pixles in the amount of the remaining letters from the buffs when converted as well to numerical value, should be removed for the screen for the duration of the buffs that have been redacted from partial existence. I would be a pretty cool effect I think.
Of course if this could be cleared by removing those future buffs from the time ships future double if that ship is out and if you choose the correct of the duplicate ships to fire on, well that would be very good.
Removing the buffs with the longest remaining duration is not a good idea, because apart from EPtX most buffs have shorter runtimes than the captain abilities. This would mean that choosing the longest remaining duration will on average favour stripping captain buffs over regular ones and it is my opinion that this would be a bad choice.
I think stripping the buffs with the least remaining duration is a good idea, because hopefully that will keep the effect of the doff somewhat toned down and thus allows more wiggle room for the proc chance which will probably make it much easier to find a working value for proc chance and immunity duration.
Removing the buffs with the longest remaining duration is not a good idea, because apart from EPtX most buffs have shorter runtimes than the captain abilities. This would mean that choosing the longest remaining duration will on average favour stripping captain buffs over regular ones and it is my opinion that this would be a bad choice.
I think stripping the buffs with the least remaining duration is a good idea, because hopefully that will keep the effect of the doff somewhat toned down and thus allows more wiggle room for the proc chance which will probably make it much easier to find a working value for proc chance and immunity duration.
First the system could randomly choose say 7 numbers (cause everything in this latest time box is like 7 seconds right) numbers from say 0-121... cause I love the 1.21 gigawatt reference and it is time box time right. These 7 numbers could then be then be divided by each other twice and multiplied by 2 each... this should give us 7 numbers under 26... which we could then translate into letters using the a = 1 b =2 cipher. This could then remove the letters from ALL buffs as you suggest.
Then to make it really cool for everyone... the numbers that represent those letters should be transposed onto a grid of 10^9th power pixels... then in chunks of pixles in the amount of the remaining letters from the buffs when converted as well to numerical value, should be removed for the screen for the duration of the buffs that have been redacted from partial existence. I would be a pretty cool effect I think.
Of course if this could be cleared by removing those future buffs from the time ships future double if that ship is out and if you choose the correct of the duplicate ships to fire on, well that would be very good.
you know, as long as we're on the subject of time travel, it would have been nice to see a flux capacitor on the back of the new ships and a required speed of 88mph to make the backstep work. Cant believe there isn't a trail of flames fx with a spinning license plate that comes loose whenever you activate the ability either...
Perhaps it could strip the 3 lowest remaining duration buffs GREATER than a minimum value, say 5 seconds? So anything less than or equal to 5 seconds will not be stripped and run their course (all things being equal).
I don't like the idea of DOFFS being disabled when you enter PvP. I just want to go on record with that one... its a really really bad idea.
Why not disable all ships that are not from the original launch. To ensure balance.
Or why not disable any BOFF skills the community doesn't consider balanced... I mean no more issue with them right.
Why not disable all set bonuses when you enter PvP... this will ensure fair play.
Why not normalize all equipment to mk x numbers when you enter pvp.
The game has evolved over 3 years and the DOFF system is part of that.
We can't ask cryptic to just turn things off cause Balance is hard. If they are going to release new things and add on to the game there just going to have to do there jobs and try there best to keep things in check.
9 out of 10 doffs are fine... there are only real issues with a handful of them... and it its beyond cryptics abilities to correct them... they might as well just turn PvP off instead of disabling game features in it.
I can't believe someone is arguing that the immunity and buff removal limitation somehow makes it ok.
Are you ****ting me? Removing random powers for just slotting some doffs and firing at people? Even with the immunity, it's still something that is unprecedented in an MMO.
At least, I can't think of any other MMO or multiplayer game that has that TRIBBLE mechanic.
Anyway, we all know that everyone and their mother will use these things. So two even teams should come down to whoever procs the most over the time in a match. :P
It's going to be hilarious to read the rage threads once the PvErs get their hands on that junk. They may get a kill or two now, if they don't get stripped first.
If I could do a tearing emoticon I would. Hilbert was right, this is going to be the death of the gamemode.
I'm not so sure. Removing only 3 buffs, and only every 30 seconds, means that yeah it'll hurt when it procs, but usually the time when it hurts most is when you've been targeted, you've RSP'ed, and your healer throws TSS and HE on you, and a bunch of people extend you, etc. Now you've got a nice long row of defenses so even if your hull is at 40% you're ok, and you can last long enough to wait for an Engineering Team 3.
In THAT situation, the SNB doff proc hurts the most because all of a sudden you have NO buffs at all, and you're still at 40% hull. Explosions invariably follow. With the changes, you might lose a HE or to, or a TSS, but you'll still generally have three or four buffs still on you, PLUS you're now immune to any further proccing for 30 seconds.
It turns the doff from instant death if proc to painful but not completely unrecoverable.
Yeah, I'm not saying that a team can't handle that hypothetical scenario.
I'm saying that the idea should be scrapped. You get something almost on the level of a captain ability for merely slotting doffs.
That's way too easy and powerful for something simple.
Now I have to be cautious of getting stripped while doing a basic attack run, no longer do I just have to watch how sci ships are positioned. Now I have to be mindful of everyone.
I can't imagine how much this would TRIBBLE over the old great alpha-strike teams like QEW.
Well, I mean, the Shield Distribution Officer effectively turns your Brace for Impact into a secondary Reverse Shield Polarity, which is quite a lifesaver. What I'm saying is I honestly don't see what's wrong with having duty officers be powerful, I just don't like how this particular doff, the way it is currently, means instant death whenever it goes off.
Nearly all the doffs proc on a skill, this one is different in that it procs whenever you fire. If it were, say, 10% chance to proc whenever you use Rapid Fire or Scatter Volley ...
Comments
This is a straight time measurement, not percentage based.
It can easily be changed to strip the 3 with the most duration instead.
Cryptic - Lead Systems Designer
"Play smart!"
Why not make it strip the 3 average time ones. Should be easy to set that up... that way it isn't procing on things with 2 seconds left all the time... and it isn't picking on long duration buffs more often.
Is it possible to set it up by duration like the least but one of each class type so if you got Alpha Strike, tactical team, rapid fire, Hazard emitters, transfer shield strength, emr power to shields up for example. That as an example say it only remove tactical team, tss, and EPS... so in that example it only would remove one of each class so if someone for example had RSP on stand by they could still counter it in a way instead of for example say an engineer is using this and the 3 buffs they currently strip would be all tactical it ensures they win in this scenario based off of what people are saying... but in the way I suggest they would still have a chance unlike if it could strip all the tactical buffs off leaving the person with no offense.
Atleast they would have a chance if its more specific.
Or if you count the number of letters in the name of the ability of the buff, could it remove buffs with an odd number of letters first, and then even last.
i before e, except after c
I removed my sig quote
I like the thinking here... very symmetrical.
Perhaps it can remove a min of 3 buffs... but continue removing buffs until the number of letters in the remaining buffs is an even number. This way no one has to be the odd man out ya know... ya feeling me here?
To what end?
If you just want to remove random buffs there are many easier, less convoluted, and more random ways to go about it.
If you want it to prioritize certain buffs, again, there are better solutions. What's with the alphabetical stuff?
Again, why? If you want it to remove a random number of buffs not less than three, then set up some logic including a random number generator that meets those conditions and be done with it.
All of this counting letters stuff is silly, and you guys are making PvPers look dumb. If you've never programmed then please keep your ideas to a very high level overview. "Just randomize the buffs it strips" instead of "count up all the letters and divide by two" type nonsense.
Like say
A = 1
B = 2
Ect...
Then we can add the sub totals of the names of each of the buffs and come up with a number value for each buff... So something like subnuke would be 86... then the system could roll a random number 3 times from 1 to the highest number associated with the most long winded buff. I think that might be Gravimetric Pulse at 182. However to ensure future proff workings should they introdouce the firomactal drive, isopalavial interface or some other really long winded buff that needs to be counted, the system should roll to 300 or so.
Then once the system has rolled these 3 random numbers it could take the numbers of each buff currently active... see above. It Should then take the square root of those numbers and tripple it, then after this is done it could take the 3 numbers and average them into one number... this should be sufficient to create a random number in which to decide which buffs should be knocked out by the proc.
I would say once this random number has been generated in this way... the last digit of each countdown on each buff should be compared to our randomly generated number if the number is divisible evenly by this random number it should be removed in addition to the first last and median buffs currently on the targets bar.
Thanks for your attention to this matter Borticus.
F-rofl......
What if...it removed random letters from the buff...?
for example, Emergency power to shields could be stripped to: -merge-c---ow----s
In effect, it could possibly "merge cows" if it proc'd this way
(hurley meltdown in 3...2...1...)
I remember this episode from Sesame Street.
Oh man I love this idea so much.... what if...
First the system could randomly choose say 7 numbers (cause everything in this latest time box is like 7 seconds right) numbers from say 0-121... cause I love the 1.21 gigawatt reference and it is time box time right. These 7 numbers could then be then be divided by each other twice and multiplied by 2 each... this should give us 7 numbers under 26... which we could then translate into letters using the a = 1 b =2 cipher. This could then remove the letters from ALL buffs as you suggest.
Then to make it really cool for everyone... the numbers that represent those letters should be transposed onto a grid of 10^9th power pixels... then in chunks of pixles in the amount of the remaining letters from the buffs when converted as well to numerical value, should be removed for the screen for the duration of the buffs that have been redacted from partial existence. I would be a pretty cool effect I think.
Of course if this could be cleared by removing those future buffs from the time ships future double if that ship is out and if you choose the correct of the duplicate ships to fire on, well that would be very good.
I lol'd
I think stripping the buffs with the least remaining duration is a good idea, because hopefully that will keep the effect of the doff somewhat toned down and thus allows more wiggle room for the proc chance which will probably make it much easier to find a working value for proc chance and immunity duration.
This is a good point
you know, as long as we're on the subject of time travel, it would have been nice to see a flux capacitor on the back of the new ships and a required speed of 88mph to make the backstep work. Cant believe there isn't a trail of flames fx with a spinning license plate that comes loose whenever you activate the ability either...
i run with ricky. The troll is strong in me...
Cmdr @Intricated
Medical Division, Alpha Squad
12th Fleet
Why not disable all ships that are not from the original launch. To ensure balance.
Or why not disable any BOFF skills the community doesn't consider balanced... I mean no more issue with them right.
Why not disable all set bonuses when you enter PvP... this will ensure fair play.
Why not normalize all equipment to mk x numbers when you enter pvp.
The game has evolved over 3 years and the DOFF system is part of that.
We can't ask cryptic to just turn things off cause Balance is hard. If they are going to release new things and add on to the game there just going to have to do there jobs and try there best to keep things in check.
9 out of 10 doffs are fine... there are only real issues with a handful of them... and it its beyond cryptics abilities to correct them... they might as well just turn PvP off instead of disabling game features in it.
Wait, what do you mean the party's over?
Everyone's leaving?
Man, that always happens to me.
Its vibrant through this whole game........
R.I.P
Even with the nerf, it's still too powerful.
I can't believe someone is arguing that the immunity and buff removal limitation somehow makes it ok.
Are you ****ting me? Removing random powers for just slotting some doffs and firing at people? Even with the immunity, it's still something that is unprecedented in an MMO.
At least, I can't think of any other MMO or multiplayer game that has that TRIBBLE mechanic.
Anyway, we all know that everyone and their mother will use these things. So two even teams should come down to whoever procs the most over the time in a match. :P
It's going to be hilarious to read the rage threads once the PvErs get their hands on that junk. They may get a kill or two now, if they don't get stripped first.
If I could do a tearing emoticon I would. Hilbert was right, this is going to be the death of the gamemode.
In THAT situation, the SNB doff proc hurts the most because all of a sudden you have NO buffs at all, and you're still at 40% hull. Explosions invariably follow. With the changes, you might lose a HE or to, or a TSS, but you'll still generally have three or four buffs still on you, PLUS you're now immune to any further proccing for 30 seconds.
It turns the doff from instant death if proc to painful but not completely unrecoverable.
I'm saying that the idea should be scrapped. You get something almost on the level of a captain ability for merely slotting doffs.
That's way too easy and powerful for something simple.
Now I have to be cautious of getting stripped while doing a basic attack run, no longer do I just have to watch how sci ships are positioned. Now I have to be mindful of everyone.
I can't imagine how much this would TRIBBLE over the old great alpha-strike teams like QEW.
Nearly all the doffs proc on a skill, this one is different in that it procs whenever you fire. If it were, say, 10% chance to proc whenever you use Rapid Fire or Scatter Volley ...