I really don't see the use for more weapons power on the 2 set bonus. Most people already run high weapons power. Most of my builds are either sitting at 122-125, or 10 to 16 under that (accounting for the MACO shield and Plasmonic leech). Those are fairly reliable procs, so I see it worth it to set my weapons power lower.
The 1% chance to increase weapons power on hit is not worth considering. The Proc rate is too low to warrant setting your weapons power lower, so when it does proc, it'll be wasted power. What if it was +20% Energy Damage instead (the equivalent of 10 weapons power)?
Because boosted damage is a boost for your 2nd, 3rd, etc weapons being fired.
For example when you fire normally at 125 power:
1st cannon - 125
2nd cannon - 115
3rd cannon - 105
etc.
Now if it gives a bonus of +10 power, you get:
1st cannon - 125
2nd cannon - 125
3rd cannon - 115
etc.
On beam boats, it is common to run constant emergency power to weapons that boost you to amazingly high weapon power, doing max power with 3 beams before they power drain starts to drop off and affect your base damage output.
That used to be the case, but season 4 instituted a hard weapons cap of 125. You can easily test it by firing a beam overload. Your weapons power at 125 or above will drop to 75, indicating you can't go above 125.
EDIT: Nevermind. It seems Cryptic loves their stealth changes and Weapons no longer has a hard cap. I wonder how long that's been in place.
lol, the ninjas at Cryptic love making fools of us, don't they? It's sort of sad figuring out a build only to know that it's just a matter of time before some core feature of said build is gonna get nerfed. of course, not all the tweaks are negative and sometimes you come up with new and better builds because of that
[SIGPIC][/SIGPIC]
Former/Cryptic Name: Captain_Hans_Langsdorff
Founding member, Special Service Squadron
"Fear God and Dread Nought." First Sea Lord, Adm. Jacky Fisher
That used to be the case, but season 4 instituted a hard weapons cap of 125. You can easily test it by firing a beam overload. Your weapons power at 125 or above will drop to 75, indicating you can't go above 125.
EDIT: Nevermind. It seems Cryptic loves their stealth changes and Weapons no longer has a hard cap. I wonder how long that's been in place.
Sure beam overload fails to work but normal firing of beams can go over 125. Set power to 125 and shoot one weapon you drop to 115. Set power to 155 and you can fire 3 weapons and energy stays at 125 never droping below.
The proc rate is a bit of a joke given there are far more powerful procs with much, much better chances of going off.
It would still maybe work out as a nice bonus in practice if not for the fact that the set is a weapons set with zero synergy (they're almost all kinetic, which aren't affected by weap power).
[9:52] [Zone #11] Neal@trapper1532: im a omega force shadow oprative and a maoc elite camander and here i am taking water samples
0
archoncrypticMember, Cryptic DevelopersPosts: 0Arc User
edited October 2012
That proc isn't useless, as some people have point out, but it is much more useful for some builds than others. As such, I will be adjusting the proc to a different function that might be somewhat more broadly appealing (nothing is ever going to be useful to everyone 100% of the time).
You'll see a new proc shortly. Thanks for the feedback.
That proc isn't useless, as some people have point out, but it is much more useful for some builds than others. As such, I will be adjusting the proc to a different function that might be somewhat more broadly appealing (nothing is ever going to be useful to everyone 100% of the time).
You'll see a new proc shortly. Thanks for the feedback.
Is that weapons are only soft capped to 125 a bug, or intended? If it is intended, then I retract my statement that extra weapons power was useless. I've been operating under the hard cap that came with Season 4, but had not realized it was removed at some point later.
Is that weapons are only soft capped to 125 a bug, or intended? If it is intended, then I retract my statement that extra weapons power was useless. I've been operating under the hard cap that came with Season 4, but had not realized it was removed at some point later.
Extra weapons power is never useless, at least under the current engine release... in that sense, like the dev above just said, it would be a good proc if not for the fact that it doesn't make much sense in the context of the set itself.
That proc isn't useless, as some people have point out, but it is much more useful for some builds than others. As such, I will be adjusting the proc to a different function that might be somewhat more broadly appealing (nothing is ever going to be useful to everyone 100% of the time).
You'll see a new proc shortly. Thanks for the feedback.
why not move the borg tractor beam to this set along with the console? makes more scene then 3 piece retro borg having the shield heal AND tractor beam
weapons energy is always handy, but ONLY 10 and ONLY a 1% chance is not, not when theres things like maco and leach
why not move the borg tractor beam to this set along with the console? makes more scene then 3 piece retro borg having the shield heal AND tractor beam
Heck no! I'd rather not have to pay in stats, proc chance or whatever abilities that useless tractor beam would cost the set!
Sure beam overload fails to work but normal firing of beams can go over 125. Set power to 125 and shoot one weapon you drop to 115. Set power to 155 and you can fire 3 weapons and energy stays at 125 never droping below.
They allready confirmed in the thread i linked, (and i think a dev confirmd it as well), what the UI shows is WRONG, if you are at 125 power or more and you fire 3 beams you WILL drop 30 power in reality, the UI just won't show it, overcapping just makes it regen faster, (and thus increase minimum volley damage), it does nothing to prevent drain, you are still capped at 125 power for everything but regen calcs.
They allready confirmed in the thread i linked, (and i think a dev confirmd it as well), what the UI shows is WRONG, if you are at 125 power or more and you fire 3 beams you WILL drop 30 power in reality, the UI just won't show it, overcapping just makes it regen faster, (and thus increase minimum volley damage), it does nothing to prevent drain, you are still capped at 125 power for everything but regen calcs.
Wow... a double fake out! Lol! Can this get fixed before new things are added?
They allready confirmed in the thread i linked, (and i think a dev confirmd it as well), what the UI shows is WRONG, if you are at 125 power or more and you fire 3 beams you WILL drop 30 power in reality, the UI just won't show it, overcapping just makes it regen faster, (and thus increase minimum volley damage), it does nothing to prevent drain, you are still capped at 125 power for everything but regen calcs.
The thing is that "minimum volley damage" (as you quite perfectly put it) is where it hurts, so it's still effectively half as good as if you'd had a flat increase across the board.
(nothing is ever going to be useful to everyone 100% of the time).
Thats not true, we have something now that we like and lots of people use it (3x retro set and mk xii maco shield) but becouse we love it, Cryptic isn't happy and is going to destroy it.
If Cryptic would make something perfect, you will nerv it the next patch.
I don't get how more power to weapons can be useless for any ship with any build. Most of the times, cruisers ans sci ships have to make some sacrifices to get above 110-120 (one emergency power to weapons).
That proc isn't useless, as some people have point out, but it is much more useful for some builds than others. As such, I will be adjusting the proc to a different function that might be somewhat more broadly appealing (nothing is ever going to be useful to everyone 100% of the time).
You'll see a new proc shortly. Thanks for the feedback.
Yeah for ground omega is more for the squad leader and security protocol kits and especially if everyone in the team no matter what faction is using a set. Although I would like to see either slower adapting to that omega gun or atleast a new proc to proc a remodulate if you have a whole set.
I find it a bit ironic that some of the folks saying that a 1% proc rate is too low, were among the same folks claiming that a 0.5% proc rate on the Subnuc Doff was too high.
I find it a bit ironic that some of the folks saying that a 1% proc rate is too low, were among the same folks claiming that a 0.5% proc rate on the Subnuc Doff was too high.
I made that statement believing Weapons Power was still hard capped. For the time being, its not, so I have no issue with the proc rate.
They allready confirmed in the thread i linked, (and i think a dev confirmd it as well), what the UI shows is WRONG, if you are at 125 power or more and you fire 3 beams you WILL drop 30 power in reality, the UI just won't show it, overcapping just makes it regen faster, (and thus increase minimum volley damage), it does nothing to prevent drain, you are still capped at 125 power for everything but regen calcs.
it doesn't do anything to regen, energy regens instantly when a weapon cycle ends. what goes on above 125 is just not displayed, energy is drained per shot as normal, and every shot above 125 has a damage modifier of 125 applied to it. the lowest your energy drains when over caped is higher then it is when you just have 125 energy. the log parceing in post 54 in the link shows that this is what happens, thats why your overall dps is boosted. the devs have never commented on this, i watch this issue closely, im even in that thread you liked talking about this.
I find it a bit ironic that some of the folks saying that a 1% proc rate is too low, were among the same folks claiming that a 0.5% proc rate on the Subnuc Doff was too high.
My suspicion is that torpedo boats are going to want to make use of the new Kinetic Cutting Beam, which benefits from this proc. Still, people who primarily use directed energy weapons will benefit more.
Not every set bonus is going to be ideal for every build. We strive to provide interesting options without making these sets obviously "must haves" for every build.
My suspicion is that torpedo boats are going to want to make use of the new Kinetic Cutting Beam, which benefits from this proc. Still, people who primarily use directed energy weapons will benefit more.
Not every set bonus is going to be ideal for every build. We strive to provide interesting options without making these sets obviously "must haves" for every build.
Please tell me it'll have the sound of impending doom that it did in Best of Both Worlds.
My suspicion is that torpedo boats are going to want to make use of the new Kinetic Cutting Beam, which benefits from this proc. Still, people who primarily use directed energy weapons will benefit more.
Not every set bonus is going to be ideal for every build. We strive to provide interesting options without making these sets obviously "must haves" for every build.
I would love to see some type of synergy that gives some type of bonus to teams equipped with different sets. It would also be nice to have something similar for teams that use different weapon types. Perhaps you could even throw in a rainbow warrior accolade for those that use multiple weapons in their build as a compensation for the teasing???
The last thing we want is to encourage rainbows...
Either that or nerf NPC HPs. Seriously, there's just not enough DPS already, rainbows just makes it worse.
If you want to have luck involved in eSTF grinds, at the very least make the success rate better so that even idiots can complete them. This is an mmo the majority of the players are idiots so if you don't pander to them you're gonna get a lot of whining.
And we the veterans with 3x more brains and mono-color builds get an aneurysm.
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
The last thing we want is to encourage rainbows...
Either that or nerf NPC HPs. Seriously, there's just not enough DPS already, rainbows just makes it worse.
If you want to have luck involved in eSTF grinds, at the very least make the success rate better so that even idiots can complete them. This is an mmo the majority of the players are idiots so if you don't pander to them you're gonna get a lot of whining.
And we the veterans with 3x more brains and mono-color builds get an aneurysm.
You, being a "veteran" could do the Elite STFs with rainbow builds (and the generic consoles) and not notice a difference. The difference in total damage from energy specific to generic console per console is only like 1 or 2 percent (The "+30%" is +30% base damage, so its a little misleading).
You could probably PvP just as well with it, but you wouldn't have consistent proc types (some builds relying of lots of a particular proc would suffer, but since the total damage difference is small, DPS wouldn't take a hit).
Comments
For example when you fire normally at 125 power:
1st cannon - 125
2nd cannon - 115
3rd cannon - 105
etc.
Now if it gives a bonus of +10 power, you get:
1st cannon - 125
2nd cannon - 125
3rd cannon - 115
etc.
On beam boats, it is common to run constant emergency power to weapons that boost you to amazingly high weapon power, doing max power with 3 beams before they power drain starts to drop off and affect your base damage output.
tl;dr - Weapon power above 125 is not useless.
Scroll down to post 54. Itr dosen't quite work the way you claim, (that thread determined that what you see on the UI is a bug).
it's still an advantage, but running X amount over dosen't magiclly increase your DPS by as much as your scenario suggests.
EDIT: Nevermind. It seems Cryptic loves their stealth changes and Weapons no longer has a hard cap. I wonder how long that's been in place.
Former/Cryptic Name: Captain_Hans_Langsdorff
Founding member, Special Service Squadron
"Fear God and Dread Nought." First Sea Lord, Adm. Jacky Fisher
It would still maybe work out as a nice bonus in practice if not for the fact that the set is a weapons set with zero synergy (they're almost all kinetic, which aren't affected by weap power).
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
You'll see a new proc shortly. Thanks for the feedback.
Extra weapons power is never useless, at least under the current engine release... in that sense, like the dev above just said, it would be a good proc if not for the fact that it doesn't make much sense in the context of the set itself.
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
why not move the borg tractor beam to this set along with the console? makes more scene then 3 piece retro borg having the shield heal AND tractor beam
weapons energy is always handy, but ONLY 10 and ONLY a 1% chance is not, not when theres things like maco and leach
Heck no! I'd rather not have to pay in stats, proc chance or whatever abilities that useless tractor beam would cost the set!
They allready confirmed in the thread i linked, (and i think a dev confirmd it as well), what the UI shows is WRONG, if you are at 125 power or more and you fire 3 beams you WILL drop 30 power in reality, the UI just won't show it, overcapping just makes it regen faster, (and thus increase minimum volley damage), it does nothing to prevent drain, you are still capped at 125 power for everything but regen calcs.
Wow... a double fake out! Lol! Can this get fixed before new things are added?
The thing is that "minimum volley damage" (as you quite perfectly put it) is where it hurts, so it's still effectively half as good as if you'd had a flat increase across the board.
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
Thats not true, we have something now that we like and lots of people use it (3x retro set and mk xii maco shield) but becouse we love it, Cryptic isn't happy and is going to destroy it.
If Cryptic would make something perfect, you will nerv it the next patch.
God, lvl 60 CW. 17k.
Yeah for ground omega is more for the squad leader and security protocol kits and especially if everyone in the team no matter what faction is using a set. Although I would like to see either slower adapting to that omega gun or atleast a new proc to proc a remodulate if you have a whole set.
it doesn't do anything to regen, energy regens instantly when a weapon cycle ends. what goes on above 125 is just not displayed, energy is drained per shot as normal, and every shot above 125 has a damage modifier of 125 applied to it. the lowest your energy drains when over caped is higher then it is when you just have 125 energy. the log parceing in post 54 in the link shows that this is what happens, thats why your overall dps is boosted. the devs have never commented on this, i watch this issue closely, im even in that thread you liked talking about this.
holy false equivalency of the year batman
What does a +wep pwr proc do for a torp boat?
My suspicion is that torpedo boats are going to want to make use of the new Kinetic Cutting Beam, which benefits from this proc. Still, people who primarily use directed energy weapons will benefit more.
Not every set bonus is going to be ideal for every build. We strive to provide interesting options without making these sets obviously "must haves" for every build.
I suppose a BO3 + KCB on bare hull is then the next best thing since sliced bread. Except this time, it slices as well.:cool:
(Ironic, considering that we use BO3s for taking down shields... Does MACO weapon set get a torp that deals more damage to shields?)
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
Support the "Armored Unicorn" vehicle initiative today!
Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
I would love to see some type of synergy that gives some type of bonus to teams equipped with different sets. It would also be nice to have something similar for teams that use different weapon types. Perhaps you could even throw in a rainbow warrior accolade for those that use multiple weapons in their build as a compensation for the teasing???
Either that or nerf NPC HPs. Seriously, there's just not enough DPS already, rainbows just makes it worse.
If you want to have luck involved in eSTF grinds, at the very least make the success rate better so that even idiots can complete them. This is an mmo the majority of the players are idiots so if you don't pander to them you're gonna get a lot of whining.
And we the veterans with 3x more brains and mono-color builds get an aneurysm.
"Last Engage! Magical Girl Origami-san" is in print! Now with three times more rainbows.
Support the "Armored Unicorn" vehicle initiative today!
Thanks for Harajuku. Now let's get a real "Magical Girl" costume!
You could probably PvP just as well with it, but you wouldn't have consistent proc types (some builds relying of lots of a particular proc would suffer, but since the total damage difference is small, DPS wouldn't take a hit).