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The Photonic Officer Build, mostly for sci-heavy ships

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  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    Well I've deduced that Naz is running 2 piece maco and PO2 from the times. Going off what he says then it's either a hybrid (most likely cruiser with BO2 for double tapping, maybe ambassador) or a full on healboat. With knowing what the ship is I could probably have a good guess at what the abilities are, though you would need to fight it to figure out the build really in terms of weapons.

    Sometimes I do wish PvE was more intense fighting, sleepy time, INTENSE FIGHTING, sleepy time, INTENSE FIGHTING....you get the picture. Then I would have a use for PO. Then again I'm not sure I could handle the ego of the borg putting in chat "Assimilated, bia**h"

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    Since I've seen your thread I've been debating about switching my FBP3 for PO3 but I'm hesitant. I like my feedback.
    I need you to tell me what I want to hear. Which is that PO3 and doff will make all my healz dreams come true. :P
    The EC price for the P.S.O. is also prohibitive at 18+ milli. Plus the purp doff which I'm a scared to look at. hehe
    It's funny that at this point in the exchange market we're looking at tens of millions of EC for a lot of items that we need. I remember when I was getting started and a million EC seemed like a ton to me. But I digress.

    Well, if you do choose to use PO 3, the PSS DOFF isn't as needed as PO 3 will but itself very nearly to global (just a few seconds off of that). If you use PO 2 or 1, then you need the PSS DOFF.

    Plus as Naz said, his build seems to be keeping his heals to global cooldown already, so it's worth looking into.
    bpharma wrote: »
    Well I've deduced that Naz is running 2 piece maco and PO2 from the times. Going off what he says then it's either a hybrid (most likely cruiser with BO2 for double tapping, maybe ambassador) or a full on healboat. With knowing what the ship is I could probably have a good guess at what the abilities are, though you would need to fight it to figure out the build really in terms of weapons.

    Sometimes I do wish PvE was more intense fighting, sleepy time, INTENSE FIGHTING, sleepy time, INTENSE FIGHTING....you get the picture. Then I would have a use for PO. Then again I'm not sure I could handle the ego of the borg putting in chat "Assimilated, bia**h"

    That does seem to fit it. But you are right, would need to actually play against it to find out more if he don't feel like saying anything.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    Yes I've come up with some possibilities and fingered possible ships etc but out of courtesy I will not disclose more. If it is a true blue heal boat and the one I'm thinking of then it should out heal anything around and might be the optimal for PvP

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • naz4naz4 Member Posts: 1,373 Arc User
    edited September 2013
    bpharma wrote: »
    Yes I've come up with some possibilities and fingered possible ships etc but out of courtesy I will not disclose more. If it is a true blue heal boat and the one I'm thinking of then it should out heal anything around and might be the optimal for PvP


    Don't know about best healer but thanks for the compliment.
    All I'll say is it's pure heals without science teams. No real offense
    Thanks for not disclosing. Bare in mind, it's not just the bo layout that makes a ship. The consoles, skill tree and doffs all have to compliment each other to achieve it.

    PS science team heals are wrong in logs as each time you st heal, even though you might just heal a fraction of the shields, you get the full numbers for st.
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited September 2013
    Hiya Mimey. Thanks for posting this info about the PO BOff power. I might play around with adding it to my Wells Build. I've been thinking about getting rid of TachB3 anyway... Maybe I'll give PO 2 a try in its stead.

    Question: Does having more or less Aux power affect PO? Are there any skills that improve it in any way?

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    As far as I'm aware aux doesn't affect it nor does anything else. Only ways to increase the speeding up of cooldowns is by using 2 piece maco and/or elite fleet deflector (only works on sci abilities) by stacking all of them you can get some pretty decent reductions to science abilities.

    I was thinking of doing the same lordhavelock. I'm still in 2 minds about it. I think I will wait till 2 really useful commander level abilities get fixed first.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    So i basically did a redo on almost my ENTIRE previous build.

    http://skillplanner.stoacademy.com/?build=usstaranian_0

    I went for a Drain/Healer type deal with PO to reduce my CD's.

    Polarized Disruptors is WHERE its AT for PvE, i put probes to a standstill without GW, (my flow caps sit at aroun 130) and the healing capabilities is pretty sweet keeping little glass cannons alive.

    thoughts on the new build?
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited September 2013
    So i basically did a redo on almost my ENTIRE previous build.

    http://skillplanner.stoacademy.com/?build=usstaranian_0

    I went for a Drain/Healer type deal with PO to reduce my CD's.

    Polarized Disruptors is WHERE its AT for PvE, i put probes to a standstill without GW, (my flow caps sit at aroun 130) and the healing capabilities is pretty sweet keeping little glass cannons alive.

    thoughts on the new build?

    Your torpedo is doing most of the slow down. At 130 flow caps your leech + occasional proc wouldn't drain them dry.
    That being said, polarized disruptors make great weapons for a drain boat. I hope someday they release mk xii Dominion type weapons (polaron/tetryon hybrid) like the ones from Boldly They Rode. Only way to recreate an equivalent would be with the 2 piece Omega bonus and weapons with the polaron proc.
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    lucho80 wrote: »
    Your torpedo is doing most of the slow down. At 130 flow caps your leech + occasional proc wouldn't drain them dry.
    That being said, polarized disruptors make great weapons for a drain boat. I hope someday they release mk xii Dominion type weapons (polaron/tetryon hybrid) like the ones from Boldly They Rode. Only way to recreate an equivalent would be with the 2 piece Omega bonus and weapons with the polaron proc.

    Won't drain them dry no but when you are full broadsiding and you have nothing in your torp arc IT IS your weapons pulling that power to slow them to a crawl. and they seem to Proc a hell of a lot.

    Do you have any hard proof of the fact that the weapons dont drain that much? Cause before my eyes it did....
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    naz4 wrote: »
    Don't know about best healer but thanks for the compliment.
    All I'll say is it's pure heals without science teams. No real offense
    Thanks for not disclosing. Bare in mind, it's not just the bo layout that makes a ship. The consoles, skill tree and doffs all have to compliment each other to achieve it.

    PS science team heals are wrong in logs as each time you st heal, even though you might just heal a fraction of the shields, you get the full numbers for st.

    I might be in the game later, and if I see you on, and you aren't busy, I might ask to see it though, just curious about it.
    Hiya Mimey. Thanks for posting this info about the PO BOff power. I might play around with adding it to my Wells Build. I've been thinking about getting rid of TachB3 anyway... Maybe I'll give PO 2 a try in its stead.

    Question: Does having more or less Aux power affect PO? Are there any skills that improve it in any way?

    No Aux power or skills affect PO. Any kind of CD reduction does however, as Bpharma said, PO itself, Elite Deflector, two-piece MACO, and the PSS DOFF all reduce it's CD. A PSS DOFF is required though unless you use PO 3, as otherwise you will not have the ability at global CD.

    MACO two piece and Elite Deflector have an extra bonus of adding in CD reductions for Sci captain powers as well. 5% from MACO (it affects ALL CDs), and 10% from the deflector (all sci skills).
    bpharma wrote: »
    I was thinking of doing the same lordhavelock. I'm still in 2 minds about it. I think I will wait till 2 really useful commander level abilities get fixed first.

    I admit, I didn't think about Tyken's 3/GW 3 until you mentioned that. That will be nice. You'd be forced to use PO 2 of course, but even so, that'd shave off a nice bit of time.

    I think that would be...about 45.5 second CD. Add in MACO and deflector, that would be roughly a 36-ish second CD for a GW 3/Tyken's 3 I believe. You'd have two uses of it before the PO ran out, which isn't too bad.
    So i basically did a redo on almost my ENTIRE previous build.

    http://skillplanner.stoacademy.com/?build=usstaranian_0

    I went for a Drain/Healer type deal with PO to reduce my CD's.

    Polarized Disruptors is WHERE its AT for PvE, i put probes to a standstill without GW, (my flow caps sit at aroun 130) and the healing capabilities is pretty sweet keeping little glass cannons alive.

    thoughts on the new build?

    Drain/healer? Interesting choice, especially on a sci-Oddy

    A few recommendations:

    Move either the Plasmonic or your Nukara console to an engy slot, so you can put another pure sci console there. Or move a couple universal consoles to your tac slots, you aren't really building this for damage, so giving those up isn't as big an issue. also, the fleet engy consoles, isn't there ones that add points to your Hull Repair skill?

    BOFFs aren't bad, but here's a recommendation for a seperate load-out:

    Cmdr eng: EPTX1, Eng team 2, Aux to SIF 2 and ES 3, OR ES 3 and Aux to SIF 3
    Lt. Cmdr uni: Experiment with PO 1, and see how your CDs are affected by it. If it seems to work well, use PO 1 and slot Energy Siphon 2, especially if you are running high aux normally.
    Lt tac: Torp spread 1, Target X Subsystem 2
    Lt sci: Fine as is. Though having dual Energy Siphons up almost 100% of the time (even with PO, you couldn't do that), would be a really good way to keep an almost constant drain on your opponent.
    Ensign uni: Sci team 1 (for cleanses more than the heal, though that does help)


    You don't HAVE to use that at all of course, that's more how I would build it personally. I tend to not be good at draining, but it is worthwhile to keep such drains on an opponent to hold the pressure up. Someone can heal all that they want, but keeping high power, 100% of the time while getting constantly drained if they aren't an engineer isn't as easy as it seems sometimes.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • capnshadow27capnshadow27 Member Posts: 1,731 Arc User
    edited September 2013
    mimey2 wrote: »
    Drain/healer? Interesting choice, especially on a sci-Oddy

    A few recommendations:

    Move either the Plasmonic or your Nukara console to an engy slot, so you can put another pure sci console there. Or move a couple universal consoles to your tac slots, you aren't really building this for damage, so giving those up isn't as big an issue. also, the fleet engy consoles, isn't there ones that add points to your Hull Repair skill?

    BOFFs aren't bad, but here's a recommendation for a seperate load-out:

    Cmdr eng: EPTX1, Eng team 2, Aux to SIF 2 and ES 3, OR ES 3 and Aux to SIF 3
    Lt. Cmdr uni: Experiment with PO 1, and see how your CDs are affected by it. If it seems to work well, use PO 1 and slot Energy Siphon 2, especially if you are running high aux normally.
    Lt tac: Torp spread 1, Target X Subsystem 2
    Lt sci: Fine as is. Though having dual Energy Siphons up almost 100% of the time (even with PO, you couldn't do that), would be a really good way to keep an almost constant drain on your opponent.
    Ensign uni: Sci team 1 (for cleanses more than the heal, though that does help)


    You don't HAVE to use that at all of course, that's more how I would build it personally. I tend to not be good at draining, but it is worthwhile to keep such drains on an opponent to hold the pressure up. Someone can heal all that they want, but keeping high power, 100% of the time while getting constantly drained if they aren't an engineer isn't as easy as it seems sometimes.

    Yes Drain/Healer. I told you im scatterbrained. It's super entertaining when im healing two ships while making a cube about as dangerous as a kitten.

    What Sci console would you suggest for the Sci slot?

    And yeah there are ones for hull healing, i picked the hullHP ones cause my heals are off CD so often inbetween how much i get hit that i can just throw them at those who need it more.

    Really glad to have you weigh in on my build though Mimey!
    Inertia just means you can do Powerslides in you carrier!
    I am Il Shadow and i approve these Shennanigans!
    [SIGPIC][/SIGPIC]
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    Yes Drain/Healer. I told you im scatterbrained. It's super entertaining when im healing two ships while making a cube about as dangerous as a kitten.

    What Sci console would you suggest for the Sci slot?

    And yeah there are ones for hull healing, i picked the hullHP ones cause my heals are off CD so often inbetween how much i get hit that i can just throw them at those who need it more.

    Really glad to have you weigh in on my build though Mimey!

    Probably a flow caps console. Or an emitter array. Whichever you feel is lacking: Your drains or your (shield) heals. If heals seem lower than you want, go Emitter Array; if you wanna drain more, flow caps.

    Also, remove the Borg console. I forgot to mention that earlier. You aren't using anything aside from a tractor beam that involves Graviton Gens, so having that on really doesn't help much. Do whatever with the console slot, but the Borg console really isn't gonna help that much for you on that build.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    mimey2 wrote: »
    I admit, I didn't think about Tyken's 3/GW 3 until you mentioned that. That will be nice. You'd be forced to use PO 2 of course, but even so, that'd shave off a nice bit of time.

    I think that would be...about 45.5 second CD. Add in MACO and deflector, that would be roughly a 36-ish second CD for a GW 3/Tyken's 3 I believe. You'd have two uses of it before the PO ran out, which isn't too bad.

    By my working out it would bring GW3 down to 40.8s, which 40s is GW's global, with 2 piece maco, PO2 and an elite deflector.

    45s with just PO2. The same reductions would be true of tykens 3 as they have the same individual CD but tykens has a 30s global. So you wouldn't hit global with PO2 for tykens.

    The thing that stops me using the fleet deflectors though is that I use 2 piece adapted maco for that frankly insane science deflector. Another thing stopping me using 2 piece maco is that I can't use the leech which gives me a staggering +36 all power levels and the adapted maco shield afaik has one of the highest caps in the game. I mean 16k each facing with no field gen? Yes please!

    It's just a shame PO's effects wear off when it has finished thus reverting your cool downs back to standard. If it didn't do that I could find a place for it maybe.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • panserbjorne39panserbjorne39 Member Posts: 0 Arc User
    edited September 2013
    Looks like a merchant decided to corner the market on the remaining Photonic Science Officers on the exchange. There were a bunch of them starting at 15 mill a day and a half ago now there a two. One for 50mill and one for 100 mill. I snoozed and I loosed. lol
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    bpharma wrote: »
    By my working out it would bring GW3 down to 40.8s, which 40s is GW's global, with 2 piece maco, PO2 and an elite deflector.

    45s with just PO2. The same reductions would be true of tykens 3 as they have the same individual CD but tykens has a 30s global. So you wouldn't hit global with PO2 for tykens.

    The thing that stops me using the fleet deflectors though is that I use 2 piece adapted maco for that frankly insane science deflector. Another thing stopping me using 2 piece maco is that I can't use the leech which gives me a staggering +36 all power levels and the adapted maco shield afaik has one of the highest caps in the game. I mean 16k each facing with no field gen? Yes please!

    It's just a shame PO's effects wear off when it has finished thus reverting your cool downs back to standard. If it didn't do that I could find a place for it maybe.

    Ah ok, didn't know that about GW. Thanks for letting me know.

    I thought that leech was supposed to stop at +16 across the board though. When was that changed?
    Looks like a merchant decided to corner the market on the remaining Photonic Science Officers on the exchange. There were a bunch of them starting at 15 mill a day and a half ago now there a two. One for 50mill and one for 100 mill. I snoozed and I loosed. lol

    I wouldn't worry about it. The market constantly fluctuates. Just give it some time and it should come down.

    PO 3 isn't a massive issue though to be honest. You gotta give up your Cmdr slot for it, which is a pretty big cost by itself.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • autumnturningautumnturning Member Posts: 743 Arc User
    edited September 2013
    lucho80 wrote: »
    That being said, polarized disruptors make great weapons for a drain boat.

    If you're playing the Drain Game, why aren't you using Polarized Tetryon Beam Arrays or Dual Beam Banks obtained from The New Link mission?

    10% chance to drain Power *AND* Shields, instead of merely the standard 2.5% chance to drain Power (or Shields).

    With investment in Flow Capacitors enhancing drains of BOTH Power AND Shields, and supported by the 2-piece Set Bonus from the Omega Force Space Set (Tetryon Glider) you can get some pretty decent Power Draining AND Shield Stripping action going on simultaneously, over and above Plasmonic Leech action.

    Or you could, you know, just stick with Polarized Disruptors. Your choice.
  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    Irrelivant, lordhavelock to the rescue!

    Actually, if any tactical captain has a wells or mobius and TIF, you could potentially run PO2, tactical initiative and then TIF and get some great cooldowns on certainly the tactical abilities but a fair number of science and engineering abilities.

    PO2: 1min up
    tactical initiative: 45s
    TIF for 30s
    PO2 ready for another minute.
    Dunno if TIF affects captain abilities, doubtful but still only 1min down and then you can start the chain again with PO2.

    Also remember TIFs reductions continue after it's ended so if you use GW/tykens/PO/PSW even 1s before TIF ends it goes onto it's global.

    P.S. I know it's forbidden in PvP.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • funkychicken2funkychicken2 Member Posts: 28 Arc User
    edited September 2013
    Will running PO1 with 3 doffs be enough to get the EptX abilities to the global cooldown?

    I've been reading through this thread and trying to see if it would work for a cruiser captain instead of having to rely on the A2B build and blow 2 eng powers for the same benefit.
  • intrepid74656intrepid74656 Member Posts: 0 Arc User
    edited September 2013
    If you're playing the Drain Game, why aren't you using Polarized Tetryon Beam Arrays or Dual Beam Banks obtained from The New Link mission?

    10% chance to drain Power *AND* Shields, instead of merely the standard 2.5% chance to drain Power (or Shields).

    With investment in Flow Capacitors enhancing drains of BOTH Power AND Shields, and supported by the 2-piece Set Bonus from the Omega Force Space Set (Tetryon Glider) you can get some pretty decent Power Draining AND Shield Stripping action going on simultaneously, over and above Plasmonic Leech action.

    Or you could, you know, just stick with Polarized Disruptors. Your choice.

    From the wiki: http://sto.gamepedia.com/Polarized_Tetryon_Beam_Array
    Doesn't mention power drain. Did they change the stats in game?
    [SIGPIC][/SIGPIC]
  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    Unfortunately not with PO1 and 2 piece maco, closest you can get EptX cooldowns sped up to is 34.8s cooldown so you still have nearly a 5s gap.

    Also there is a 1 minute period when PO is not on where you will have the full 45s cooldown.

    PO2 will speed it up 2 more seconds and leave a 3s gap while active. If you use the leech you shouldn't use the maco shield.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • funkychicken2funkychicken2 Member Posts: 28 Arc User
    edited September 2013
    Got some math questions about this idea, can somebody confirm if this is right?

    PO's base cooldown is 3 minutes if you max out the SP.

    So that's 180 seconds.

    When you activate PO1 it will have a cooldown of 180/1.24 = 146.2 seconds

    Now if you get an additional 25% reduction from Doffs (which I believe you can do with a Blue and Green doff that reduces the cooldown to 180 / 1.49 = 120.8 seconds.

    So you fire PO1 and it goes into a 2 minute cooldown.

    60 seconds later can you fire another copy of PO1? Or is it locked out from firing again?

    What I'm trying to get at here is if you can have 2x PO1 on your ship and essentially give yourself a permanent 24% cooldown reduction for everything else?
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    Got some math questions about this idea, can somebody confirm if this is right?

    PO's base cooldown is 3 minutes if you max out the SP.

    So that's 180 seconds.

    When you activate PO1 it will have a cooldown of 180/1.24 = 146.2 seconds

    Now if you get an additional 25% reduction from Doffs (which I believe you can do with a Blue and Green doff that reduces the cooldown to 180 / 1.49 = 120.8 seconds.

    So you fire PO1 and it goes into a 2 minute cooldown.

    60 seconds later can you fire another copy of PO1? Or is it locked out from firing again?

    What I'm trying to get at here is if you can have 2x PO1 on your ship and essentially give yourself a permanent 24% cooldown reduction for everything else?

    No.

    Photonic Officer at any level, whether it is just one copy or two, has a two minute global cooldown with all copies of itself, even the one you just used. The ability lasts for 60 seconds.

    So, at most, no matter what you do, you will have no more than a 50% uptime of Photonic Officer, irregardless of anything else.

    That's why, if you use some of the CD reducing stuff like the DOFF and an Elite Fleet Deflector, you can keep the CD to global on one copy to free up another science BOFF slot for some other power.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • funkychicken2funkychicken2 Member Posts: 28 Arc User
    edited September 2013
    Aww :( Oh well, can always hope
  • carasucia83carasucia83 Member Posts: 568 Arc User
    edited September 2013
    Aww :( Oh well, can always hope

    Eh, it's still pretty nice to have your sci ability cooldowns on a similar spamability level to the tac ones, even if it's only half the time.
    "So my fun is wrong?"

    No. Your fun makes everyone else's fun wrong by default.
  • bpharmabpharma Member Posts: 2,022
    edited September 2013
    Ya know Mimey I was this close *squeezes fingers together to a 1mm gap* to getting the photonic science officer to run PO3 on my wells and maybe get a decent build out of it. Still can't really justify using it =(

    I seriously need a 10k sustained Wells build.

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
  • kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited October 2013
    hmm, now i sort of see WHY PO has a 3 min CD....that 1 min up time seems nice...i mustve missed it, but what is the importance of a PSS doff?
    [SIGPIC][/SIGPIC]
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
  • mimey2mimey2 Member Posts: 0 Arc User
    edited October 2013
    cynder2012 wrote: »
    hmm, now i sort of see WHY PO has a 3 min CD....that 1 min up time seems nice...i mustve missed it, but what is the importance of a PSS doff?

    To reduce the cooldown on PO 2 or 1 to keep them at global. PO 3 will put itself damn close to global without anything else really, but PO 2 or 1 won't get so close, and thus the PSS DOFF.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • kalvorax#3775 kalvorax Member Posts: 0 Arc User
    edited October 2013
    ah, ok. Thanks Mimey2 :)
    [SIGPIC][/SIGPIC]
    I find this line of replies sadly hilarious. We put a lot of work into the massive list of fixes/changes above, and ya'll are hung up on the ability to skip our content. =p
  • mimey2mimey2 Member Posts: 0 Arc User
    edited October 2013
    Well, due to a bit of a realization someone else showed me in another thread, I believe that some of the math I've done is wrong earlier in this thread.

    Namely that CD reductions applied when you first hit an ability are additive. Or in other words...

    It isn't the 5% of MACO, then 10% off an elite deflector, then 24% off of PO 1. It is actually 39% total.

    Formula is still the same, just all added together.

    So take the gravity well example from the first post:

    I said that the CD once everything was applied would be about 42 seconds.

    Take the new number and it is 43.1 seconds. So yes, the CD actually went up.

    I'll do some testing later, make 100% sure it's all where it needs to be. But this is certainly changing it up a tad.
    I remain empathetic to the concerns of my community, but do me a favor and lay off the god damn name calling and petty remarks. It will get you nowhere.
    I must admit, respect points to Trendy for laying down the law like that.
  • bpharmabpharma Member Posts: 2,022
    edited October 2013
    Woops, I was working it out as 5%+10%+24% = 39% and then going 1.39 for the maths.

    But yeah it looks even more grim when you work it out that way. Hope your tests show which it is =)

    It is through repetition that we learn our weakness.
    A master with a stone is better than a novice with a sword.

    Has damage got out of control?
    This is the last thing I will post.
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