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Beam Fire at Will power drain is completely broken (Dev post page 4, fix incoming)

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  • gizmox64gizmox64 Member Posts: 322 Arc User
    edited April 2013
    I've noticed the power drain is much more, but I didn't realize it was shooting 2 beams at once. I thought it would just fire as many beams as I had at random targets, so no more then 8 beams. I equipped a flow console to try to compensate.

    What gets me here is that, the Devs spent time on this skill to "fix" it but did not fix it's cooldown. I've sent in game bug reports and a forum post about how this skills cooldown is incorrect when using 2 Beam: Fire at Will skills together. They should go into a 15 second cooldown on the "idle" or 2nd Beam: Fire at Will skill, but instead it goes into a 20 second cooldown. Now Cannon: scatter volley (when 2 are quipped) correctly go into a 15 second cooldown. Alowing a nice skill barrage of Tac Team, BFire at will, APBeta.

    As it stands now my 2nd Tac Team and APBeta are ready, but my 2nd Beam Fire at will still has a 5 second cooldown.

    So why does Cannon scatter volley work as intended, but Beam Fire at Will some how gets an extra 5 seconds added to it?
  • mwgacy1mwgacy1 Member Posts: 132 Arc User
    edited April 2013
    gizmox64 wrote: »
    They should go into a 15 second cooldown on the "idle" or 2nd Beam: Fire at Will skill, but instead it goes into a 20 second cooldown. Now Cannon: scatter volley (when 2 are quipped) correctly go into a 15 second cooldown. Alowing a nice skill barrage of Tac Team, BFire at will, APBeta.

    I'm fairly certain that was added a long time go, back when FaW had 100% accuracy and that it was added to try and control the FaW spam. It would be nice if the CD was dropped to 15 seconds, FaW isn't what it was back then.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited April 2013
    5 beams, cutting beam, rom torp, rom experimental beam.. so in theory FAW is only using 5 beams taking power.
    Delirium Tremens
    Completed Starbase, Embassy, Mine, Spire and No Win Scenario
    Nothing to do anymore.
    http://dtfleet.com/
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  • xapocalypseponyxxapocalypseponyx Member Posts: 577 Arc User
    edited April 2013
    Like everyone else, I'm glad to see this is just a "bug" and will be fixed. Just the minor inconvenience of parking my cruisers for awhile.

    Begs the question though, in testing, did anyone actually fire the thing? Because, as I stated in my earlier post, on the very first use of BFaW, it was extremely obvious something was wrong.
  • vesolcvesolc Member Posts: 244 Arc User
    edited April 2013
    Its obvious they did not. It was on tribble like that:rolleyes:
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    Well this is pretty damn annoying. This is about the only spec I like playing in this game. And now I can't even do that. I should just cancel my account until this is fixed. Not really worth paying to play if i'm not having any fun. Why was this not addressed on Tribble and why can this not be hot fixed asap? The least they can do in roll it back to how it was until they can figure it out. Is that to much to ask?
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • obitussssobitussss Member Posts: 24 Arc User
    edited April 2013
    I just did some testing and would like to inform the forums that the experimental romulan plasma beam array is bugged AS WELL

    I`ve tested pretty much every configuration (the beam being first, in the middle, last, just 2 beams where there should be NO drain of power due to the way it`s supposed to work whatsoever) and apparently it just works as a standard beam array that invokes the normal power drain when working with other weapons

    I really don`t know what`s going on but since the patch my power went to hell along with my dps - as a enjoy flying a beam boat cruiser I`m pretty much locked from the space combat until the next fix
  • sjokruhlicasjokruhlica Member Posts: 434 Arc User
    edited April 2013
    So it's not just me then? I run a galor beam boat fed side with a double aux2bat build, and I've always been able to keep the power levels above 100 most of the time, and never below 75. After than last patch I've seen it dipping into the 30's and 40's, even with aux2bat and EPW activated.
  • futurepastnowfuturepastnow Member Posts: 3,660 Arc User
    edited April 2013
    Using an Aux to Batt build mitigates the power drain quite well, as does limiting the available targets. In an STF with four or five enemies in range, it's OK. In a starbase fleet defense with twenty or thirty targets, it's not.

    However, as an engineer I can run DEM/Dulmur, NI, and EPS back-to-back-to-back along with the A2B cycling and my weapons power pretty much stays at 125 no matter what. It's lovely.
  • obitussssobitussss Member Posts: 24 Arc User
    edited April 2013
    Since the last patch, the Experimental Romulan beam array that we can get after hitting tier 5 romulan reputation has it`s power drain behaviour bugged - it`s supposed to be a "free" weapon with 0 power drain when firing with other weapons, but it just drains power like a standard beam array instead.

    Tested with several different configurations (7 beams, 2 beams, placing the beam array as the first weapon, middle or last) - every test concluded that it drains power like a normal beam array.

    Haven`t tested the power drain of the Beam overload boff skill - the tooltip states that it should drain less than a normal beam array, so if anyone has some info about it, post it in here.

    The bug unfortunately makes the weapon pretty much useless atm - compared to normal beam arrays it falls far behind with just weak +crith tags.
  • momawmomaw Member Posts: 0 Arc User
    edited April 2013
    This post was incorrectly merged, and is not relevant to this thread.
  • vesolcvesolc Member Posts: 244 Arc User
    edited April 2013
    obitussss wrote: »
    Since the last patch, the Experimental Romulan beam array that we can get after hitting tier 5 romulan reputation has it`s power drain behaviour bugged - it`s supposed to be a "free" weapon with 0 power drain when firing with other weapons, but it just drains power like a standard beam array instead.

    Tested with several different configurations (7 beams, 2 beams, placing the beam array as the first weapon, middle or last) - every test concluded that it drains power like a normal beam array.

    Haven`t tested the power drain of the Beam overload boff skill - the tooltip states that it should drain less than a normal beam array, so if anyone has some info about it, post it in here.

    The bug unfortunately makes the weapon pretty much useless atm - compared to normal beam arrays it falls far behind with just weak +crith tags.


    Just tested and it doesn't drain any energy. Equip just experimental beam and try.
  • nicha0nicha0 Member Posts: 1,456 Arc User
    edited April 2013
    vesolc wrote: »
    Just tested and it doesn't drain any energy. Equip just experimental beam and try.

    Ya... thats not a valid test at all. Try again
    Delirium Tremens
    Completed Starbase, Embassy, Mine, Spire and No Win Scenario
    Nothing to do anymore.
    http://dtfleet.com/
    Visit our Youtube channel
  • obitussssobitussss Member Posts: 24 Arc User
    edited April 2013
    vesolc wrote: »
    Just tested and it doesn't drain any energy. Equip just experimental beam and try.

    completely agree with you, I`m surprised that one of the mods suddenly decided that just because i used the term 'power drain' it has something to do with fire at will

    nicha0 wrote: »
    Ya... thats not a valid test at all. Try again

    agreed again, Vesolc try doing some research before posting incorrect information, NONE of the weapons drains power when it`s the only one equipped, the power drain happens as soon as you equip more than one weapon at the same time (power drain itself depends on the kind of weapons equipped, e.g. cannons, beams etc.)

    I hope that one of the mods will do me the courtesy of undoing the thread merging since my post is about a COMPLETELY different thing unrelated to the reported fire at will bug
  • vesolcvesolc Member Posts: 244 Arc User
    edited April 2013
    Well with the new patch it should be "fixed" cos I don't see any extra drain from EB(2,3,4,5 or 7 beams).
  • obitussssobitussss Member Posts: 24 Arc User
    edited April 2013
    vesolc wrote: »
    Well with the new patch it should be "fixed" cos I don't see any extra drain from EB(2,3,4,5 or 7 beams).


    no it still HASN`T been fixed - confirmed with testing again with different number and configuration of beams

    as soon as I started the tests, the experimental beam array again proved to fail each one of them

    easiest way to confirm it`s bugged is to simply test it with 1 more weapon of any kind - according to how it`s supposed to work, there should be 0 weapon energy drain while using any combination of 2 weapons that includes the experimental array, because it`s supposed to not be included in the weapon energy drain mechanics

    it started working incorrectly ever since the previous patch went live and still remains a poor choice of a weapon due to behaving like a normal beam array and having rather bad bonuses

    not to mention my posts still haven`t been moved out of this thread which is totally unrelated to the bug I`m currently reporting - which in turn tells me that there won`t be a fix coming anytime soon
  • bsethbseth Member Posts: 6 Arc User
    edited April 2013
    Heh, just when I got access to mk xii rommie beams and was about to buy them I thought: hmm, let's check the forums first.

    **** like this is why I stop playing STO for months at a time. This, and the atrocious state of science abilities.
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    obitussss wrote: »
    Since the last patch, the Experimental Romulan beam array that we can get after hitting tier 5 romulan reputation has it`s power drain behaviour bugged - it`s supposed to be a "free" weapon with 0 power drain when firing with other weapons, but it just drains power like a standard beam array instead.

    Tested with several different configurations (7 beams, 2 beams, placing the beam array as the first weapon, middle or last) - every test concluded that it drains power like a normal beam array.

    Haven`t tested the power drain of the Beam overload boff skill - the tooltip states that it should drain less than a normal beam array, so if anyone has some info about it, post it in here.

    The bug unfortunately makes the weapon pretty much useless atm - compared to normal beam arrays it falls far behind with just weak +crith tags.

    If you hit P and look at beam array you will see it says -10 weapon power when firing other weapons under FAW. For Beam Overload it says -35 weapon power.

    For all other beams it says -10 and -50.

    Oddly it gives no damage figures for the Experimental Romulan beam array under FAWI, II and III. Any other beams will show a damage amount.

    So my conclusion is yes it's using weapon power while using FAW and also BO, but at a slightly lower value for BO then norm for the latter. I'm just not sure if it was like this in the past or not. I would have assumed based on the description of the weapon that it would not use weapon power while using FAW as the weapon tooltip says. "This weapon does not drain weapon power when firing with other weapons".

    FAW and BO should both be free of weapon power use. If not that then at least 1/2 the amount when using FAW and BO. I'd rather it was free for FAW. I can accept the -35 weapon power for BO.

    I don't know about you guys but I seem to be hitting for way less now. I don't know if it's because of weapon power drain or was it the change to EP2Weapons. I did not save any old logs sadly. So I can't compare.

    If the behavior stays the way it is there is absolutely no reason to use this weapon. We use it because we believed it didn't use power while using Fire at Will. We'd be better off going all Disruptors or Antiproton beams if it stays as is currently.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • obitussssobitussss Member Posts: 24 Arc User
    edited April 2013
    If you hit P and look at beam array you will see it says -10 weapon power when firing other weapons under FAW. For Beam Overload it says -35 weapon power.

    For all other beams it says -10 and -50.

    Oddly it gives no damage figures for the Experimental Romulan beam array under FAWI, II and III. Any other beams will show a damage amount.

    So my conclusion is yes it's using weapon power while using FAW and also BO, but at a slightly lower value for BO then norm for the latter. I'm just not sure if it was like this in the past or not. I would have assumed based on the description of the weapon that it would not use weapon power while using FAW as the weapon tooltip says. "This weapon does not drain weapon power when firing with other weapons".

    FAW and BO should both be free of weapon power use. If not that then at least 1/2 the amount when using FAW and BO. I'd rather it was free for FAW. I can accept the -35 weapon power for BO.

    I don't know about you guys but I seem to be hitting for way less now. I don't know if it's because of weapon power drain or was it the change to EP2Weapons. I did not save any old logs sadly. So I can't compare.

    If the behavior stays the way it is there is absolutely no reason to use this weapon. We use it because we believed it didn't use power while using Fire at Will. We'd be better off going all Disruptors or Antiproton beams if it stays as is currently.

    the most important thing about my bug report though is that it actually drains power and behaves like a normal beam array instead of acting as if it didn`t drain any power (I personally made the bug report about the beam itself, completely unrelated to boff skills, my thread was just VERY badly merged with this one by one of the mods for some reason)
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    OK I did some testing and I can confirm that the Experimental Romulan Plasma Beam is using weapon power for Fire at will AND normal firing.

    I tested this with a buddy of mine in a duel. I had him stand still so I could thoroughly test this. I also removed quite a bit of gear as some set pieces could proc and skew the results. I tried 2 plasma beams, then the experimental beam with 1 plasma beam. I also tested it with 4 plasma beams vs 1 experimental beam and 3 plasma beams. I also tested it with 8 beams vs 1 experimental beam and 7 plasma beams. In all tests the experimental beam used the exact same amount of weapon power as if it was a regular plasma beam weapon. Be it normal hits or fire at will.

    I'd say this needs to be looked into and corrected ASAP.


    I'd also like to add that if anyone shows results different than mine and Obitusss's results you better be as thorough in your testing as I was. We don't need misinformation to prolong a needed fix.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • wildweasalwildweasal Member Posts: 1,053 Arc User
    edited April 2013
    Hey Forums,


    Playing as a Cannonboat, I NEVER got as low as 90 on a volley running 4 DHC and 3 turrets, and cannons are supposed to be the biggest power draining weapon around! What. the. Hell. Add insult to injury, when using Scatter Volley, apparently they dont need to suffer the same distributed power share penalty as BFAW, Why exactly is this? Basic logic suggests it should.

    Now, I'm not saying that this mechanic should be added at all,
    .

    but im saying you bring up a good point it should be added to tac jocks people have been screaming for a nerf to them for some time this is one of many ways to do it...yeah I said it
    3ondby_zpsikszslyx.jpg
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    Besides the Experimental Romulan Plasma Beam Array using power during Fire at Will AND normal firing I also noticed it hits for physical damage 0 as well. Here's an example of what the log looks like.

    :Trigger,P[3547868@5568836 Trigger@dragonsbite],,*,Vishap Frigate,C[3233 Space_Gorn_Frigate],Romulan Plasma Beam Array - Fire at Will II,Pn.Royumf1,Shield,,-775.208,-1254.39
    13:04:13:11:32:14.3:

    :Trigger,P[3547868@5568836 Trigger@dragonsbite],,*,Vishap Frigate,C[3233 Space_Gorn_Frigate],Romulan Plasma Beam Array - Fire at Will II,Pn.Royumf1,Physical,,0,0
    13:04:13:11:32:14.3:

    :Trigger,P[3547868@5568836 Trigger@dragonsbite],,*,Vishap Frigate,C[3233 Space_Gorn_Frigate],Romulan Plasma Beam Array - Fire at Will II,Pn.Royumf1,Plasma,Critical,139.377,1001.56
    13:04:13:11:32:14.3:

    :Trigger,P[3547868@5568836 Trigger@dragonsbite],,*,Vishap Frigate,C[3233 Space_Gorn_Frigate],Romulan Plasma Beam Array - Fire at Will II,Pn.Royumf1,Physical,,0,0
    13:04:13:11:32:14.3:

    1st one is shield damage. 2nd one is physical damage and it's always 0. 3rd one is hull damage. 4th one is physical damage and it's always 0. The 2 physical damages only and always happen during a Fire at Will. I tested 4 different types of weapons and only the Experimental Romulan Plasma Beam array has those physical damage lines.

    I just find it odd that this weapon is behaving so strangely. Not only is it using weapon power during Fire at Will and normal firing it's doing the extra physical damage 0 lines during a Fire at Will. It does not have the physical damage 0 lines during normal firing btw. It might be worth looking into as we already know the weapon is not working correctly. Perhaps this is a contributing factor and or at least it does show that the weapon is behaving oddly and needs to be looked at?
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    I also noticed another discrepancy with Fire at Will. Hitting P and looking at each of my weapons and looking at how much damage each particular weapon will do during a Fire At Will. As I pointed out before no damage is shown for the Experimental Romulan Plasma Beam. But here's where it's also odd. I have fleet weapons with [dmg]x2 and [dmg]x3. For normal hits it shows the [dmg]x3 doing more damage. Beam overload, Target shields etc all show the [dmg]x3 beam doing more damage than the [dmg]x2 beam. However Fire At Will I, II and III all show the [dmg]x3 and [dmg]x2 Beams doing the same damage.

    This is also reflected on your toolbar if you hit FAW and hover over each Beam. Assuming this isn't a tooltip error clearly the dmg modifier is not being added to the weapon for Fire At Will. If this is so there is no reason to use fleet weapons or any weapon with a [dmg] modifier included with the weapon. You'd be better off with a Purple mk xii weapon off the exchange that does not have any [dmg] modifier and instead use ones that have acc, crit or crit sev. Assuming the last 3 were actually fixed. From my limited testing/parsing i'd agree with the tooltip in that I don't believe the [dmg] modifier is being included for Fire at Will.

    We now have quite a few problems with Fire At Will.

    Please look into all the issues I've reported in this thread.

    -To Recap-

    Experimental Romulan Plasma Beam Array IS using weapon power for Fire at Will AND normal firing.
    Experimental Romulan Plasma Beam Array is hitting twice for physical damage 0 for each Fire at Will hit
    Experimental Romulan Plasma Beam Array is not reporting tooltip damage values for Fire at Will I, II or III
    All Beams are NOT including the [dmg] modifier during Fire at Will (may be a tooltip error, please fix as it's confusing)
    Confirm beams are including the acc, crit and crit sev modifiers during a Fire at Will. (I have not confirmed this)
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    I went ahead and bought a purple mk xii plasma beam with 60% crit sev and no [dmg] modifier. Here's the results I get looking at the tooltip with an assortment of Beam Arrays.

    Experimental Romulan Plasma Beam Array
    Normal firing=1,112
    FAW1=no value listed
    FAW2=no value listed
    FAW3=no value listed

    MK XII Plasma Beam Array [CrtD]x3
    Normal firing=1,112
    FAW1=1,094
    FAW2=1,155
    FAW3=1,225

    MK XII Fleet Plasma Beam Array [Dmg]x2 [Acc]x2
    Normal firing=1,143
    FAW1=1,094
    FAW2=1,155
    FAW3=1,225

    MK XII Fleet Plasma Beam Array [Dmg]x3 Acc
    Normal firing=1,156
    FAW1=1,094
    FAW2=1,155
    FAW3=1,225

    So as you can see the [Dmg] modifier is not being included when using FAW. They are all hitting for the same amount.

    I would also suspect that some other +% modifiers are not working for FAW either. Getting naked still shows FAW1 as doing less damage then a normal hit. Perhaps our passive % modifiers from accolades is not being included. The Tooltip states FAW deals increased damage. Yet it actually deals less damage. Well FAW1 that is. My parses confirm this behavior as well. FAW 1, 2 and 3 should be hitting for more damage and all the modifiers from weapons and passives should be included in it's damage. Currently this is not the case.

    There are so many things wrong with Fire at Will that i'm actually finding it difficult to find what is right about it. Someone really needs to thoroughly work on and fix this ability. And correctly this time, please.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited April 2013
    I merged all my logs from the past few days. Here's what I got for crit rate.

    Weapon and ability
    Total Hits----Total Crits----Crit %
    Experimental Romulan Plasma Beam normal firing
    7,150
    1,354
    18.94%
    Experimental Romulan Plasma Beam Array Fire at Will----9,250
    1,432
    15.48%
    Fleet Plasma Beam normal firing
    27,735
    4,172
    15.04%
    Fleet Plasma Beam Fire at Will
    33,336
    3,675
    11.02%
    Cutting Beam
    12,287
    1,703
    13.86%

    There is a significant drop to crit % when using Fire at Will. So something is wrong here.

    My paperdoll shows 12.9% crit rate. Also 25% accuracy. The Experimental Romulan Plasma Beam is the only weapon that has crit and it's 6%. So the Experimental Romulan Plasma Beam should crit at 18.9%. My fleet plasma beams are either 0%, 10% or 20% accuracy. With the majority of them being 20% accuracy. Now looking at the skill Starship Targeting Systems it says "If Accuracy exceeds a targets Defense, and you have 100% chance to hit the target, your Accuracy value will add to your Critical Hit and Critical Severity - giving you a higher chance to do more damage. However hovering over Accuracy on the paperdoll says "When your accuracy goes above 100%, the overflow is converted into bonus crit severity". Which is actually true I've no idea. I will assume accuracy over 100% does not increase crit % as this matches the Experimental Romulan Plasma Beam's normal hits. I can accept that I can be +or- 1% of the table above. Looking at the fleet plasma beam during normal firing looks as if accuracy is increasing crit % though. So i'm a bit stumped here.

    My question is why are weapons not critting for the correct amount while using Fire at Will. Does Accuracy affect crit % or not. If it does, why is it only being reflected by the Fleet plasma beams and possibly the Cutting beam. If accuracy doesn't affect crit % i'd still like to know why Fire at Will is critting so low. Especially in regards to the Experimental Romulan Plasma beam during a Fire at Will as it's crit % is 3.5% less then normal firing. And the Fleet Plasma Beams during a Fire at Will crit for 4% less then normal firing.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited May 2013
    Just to update this a bit as I have a bigger sample size now. I also did not previously include Energy weapons spec in which I had 99 points for an additional 1.98% crit rate. Totaling crit rate should look like this.

    2.5%=Base
    3%=Precision (Romulan rep talent)
    4%=Romulan Superior Operative X 2
    .92%=Console Universal Assimilated module
    1.8%=Console Zero-point energy conduit (actually only gives 1.7% and explains why paperdoll is off by 0.1)
    .76%=Console Tachyokinetic converter
    Total 12.98% (Paperdoll shows 12.9%)
    adding 1.98% for Starship Energy Weapons Specialization
    Total for energy weapons=14.96%

    Experimental Plasma beam array has 6% crit chance and is the only weapon with crit hit.

    Weapon and ability
    Total Hits----Total Crits----Crit %----Should crit for x%
    Experimental Romulan Plasma Beam normal firing
    24,749
    4,352
    17.58%----20.96%
    Experimental Romulan Plasma Beam Array Fire at Will----19,720
    3,033
    15.38%----20.96%
    Fleet Plasma Beam normal firing
    52,662
    8,056
    15.30%----14.96%
    Fleet Plasma Beam Fire at Will
    85,707
    9,560
    11.15%----14.96%
    Cutting Beam
    25,808
    3,818
    14.79%----14.96%


    Looking at this we see the Cutting beam it crit at 14.79% and is within 0.17%. So it looks like the paperdoll crit% and Starship energy weapons specialization IS being included.

    Now looking at the Experimental Romulan plasma beam it crit at 17.58% during normal firing. This is 3.38% lower then it should crit for. During a FAW it crit at 15.38%. This is 5.58% lower then it should crit for.

    Now looking at my Fleet plasma beam it crit at 15.30% during normal firing and is within 0.34%. During a FAW it crit for 11.15%. This is 3.81% lower then it should crit for.

    Clearly something is wrong with the Experimental Romulan plasma beam. Also clearly FAW is not critting for the correct amount for any weapon. And again my accuracy before factoring in any accuracy from weapons is 25%. And add to that the 10% and or 20% fleet plasma beams. I'm not seeing any increase in crit% from accuracy as it states for Starship targeting systems. And as 1 tooltip says it increases crit and another does not I have not included it in my (should crit for x%).
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • kingstonalankingstonalan Member Posts: 1 Arc User
    edited May 2013
    very nice analysis! :cool:

    now... the question is... will cryptic do anything bout it?
  • dragonsbitedragonsbite Member Posts: 530 Arc User
    edited May 2013
    I don't know if they ever will.

    On Tribble they fixed the experimental Romulam beam's tooltip to no longer show that it uses weapon power during a FAW. My testing shows it is still using weapon power during a FAW. That's not what I call a fix.

    I suspect Energy Weapon Specialization is not working for FAW as crit is to low and crit severity is also to low. But that still can't make up for all the loss of crit%. So it's a combination of things not working for FAW.

    The more I look into this the more problems I see. The only real fix I've seen so far on Tribble was the experimental romulan beam no longer does physical damage 0 during a FAW. So at least as regards that beam and FAW they are working on it. I just hope they look into all the other issues.
    U.S. ARMY CAVALRY SCOUT/DRAGOON DISABLED VETERAN
  • johnstewardjohnsteward Member Posts: 1,073 Arc User
    edited May 2013
    It seems to me that with faw at least the experimental romulan beam does not add 6% critchance but have its critchance set to that value without including anything else.

    Also all weapon procs seem to not work with faw. And for some reason it has a 20 sec min cooldown while still fireing for 10 secs so basically whatever we do it only got an uptime of 50% instead of the usual 2/3 like with so many other skills like tt or crf or csv or apb

    Since there really is nothing else to use for our beams because BO also sucks a lot for using extra energy which kind of negates every extra dmg this does and only fires with ONE beam array while CRF and CSV all work with ALL cannons and even turrets.

    So pls can we have at least fire at will working as WE expect it?
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