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Gravity Well III's damage is lower than Gravity Well I

majortiraomegamajortiraomega Member Posts: 2,214 Arc User
Last night I performed a series of tests with another player. In each trial the target was a fleet excelsior cruiser. For the first test Gravity Well I (tooltip for 960 damage a second) was used on a stationary cruiser exactly 2km away and dealt an average of 770 damage after resistances, acceptable considering the crusier had about 20% kinetic resistance.

The same test was again repeated, Gravity well III (tooltip for 1600.1 damage a second) was used on a stationary cruiser exactly 2km away. Interestingly enough, the damage averaged at 668 damage a second after resistances, about a 59% damage reduction compared to the 20% reduction with gravity well I. Is this an intended feature to prevent high science damage against a target?
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Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Post edited by majortiraomega on
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Comments

  • mustafatennickmustafatennick Member Posts: 868 Arc User
    edited September 2013
    Last night I performed a series of tests with another player. In each trial the target was a fleet excelsior cruiser. For the first test Gravity Well I (tooltip for 960 damage a second) was used on a stationary cruiser exactly 2km away and dealt an average of 770 damage after resistances, acceptable considering the crusier had about 20% kinetic resistance.

    The same test was again repeated, Gravity well III (tooltip for 1600.1 damage a second) was used on a stationary cruiser exactly 2km away. Interestingly enough, the damage averaged at 668 damage a second after resistances, about a 59% damage reduction compared to the 20% reduction with gravity well I. Is this an intended feature to prevent high science damage against a target?

    Thanks for doing the tests and passing it on, as a frequent science pilot ill take not of this

    On a more lighter note I'd you not know that only tacs are aloud to do damage in this game :/
    ----=====This is my opinion you don't have to listen and no one else has to read them these "OPINIONS" are based on my exploits and my learning other people will have their opinions and that's fine just don't knock my way of doing things thanks=====---- :cool:
  • bareelbareel Member Posts: 3 Arc User
    edited September 2013
    I can confirm GWIII damage is lower than it's tooltip shows, significantly lower. While GW1 actually performs as it is advertised.
  • logicalspocklogicalspock Member Posts: 836 Arc User
    edited September 2013
    bareel wrote: »
    I can confirm GWIII damage is lower than it's tooltip shows, significantly lower. While GW1 actually performs as it is advertised.

    This is quite disturbing news. Gravity Well, especially GW III needs to be seriously buffed, most especially in terms of the amounts of hold it does. At 130 AUX, GW III should be holding like a tractor beam.

    I would also like to see GW do extra damage against spam, like destructable torpedoes, mines, and pets. GW III should crush Romulan Drone ships and Yellowstone runabouts.

    It is one of those abilities that was undermined after they switched from exotic damage to kinetic.
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited September 2013
    Nice find, we'll fix this soon!
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited September 2013
    This is quite disturbing news. Gravity Well, especially GW III needs to be seriously buffed, most especially in terms of the amounts of hold it does. At 130 AUX, GW III should be holding like a tractor beam.

    I would also like to see GW do extra damage against spam, like destructable torpedoes, mines, and pets. GW III should crush Romulan Drone ships and Yellowstone runabouts.

    It is one of those abilities that was undermined after they switched from exotic damage to kinetic.

    Well interestingly enough, if Gravity Well III actually dealt the damage listed on the tooltip, it would be able to bring an escort to 25% hull when particle generators is max specced + conservation of energy trait, providing the science vessel could hold the escort in the well for the full 20 second duration. Naturally that is before healing, but it would make the skill viable again against players. All of those pet spam items would die quite quickly if Gravity Well III actually worked correctly. Yellowstone runabouts would die after about 10 seconds in the Gravity Well. Now if only Gravity Well III held like the Singularity Jump ability. For now though, we all still have Vent Theta Radiation and Tractor beam to keep the pesky escorts from getting away.
    Nice find, we'll fix this soon!
    This is great news, thanks.
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    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    edited September 2013
    This is quite disturbing news. Gravity Well, especially GW III needs to be seriously buffed, most especially in terms of the amounts of hold it does. At 130 AUX, GW III should be holding like a tractor beam.

    I would also like to see GW do extra damage against spam, like destructable torpedoes, mines, and pets. GW III should crush Romulan Drone ships and Yellowstone runabouts.

    It is one of those abilities that was undermined after they switched from exotic damage to kinetic.

    It wont hold like a TB. Older devs broke the engine, making the -Repel un-buffable.
  • jheinigjheinig Member Posts: 364 Cryptic Developer
    edited September 2013
    I found an issue that was causing the kinetic damage on GravWell 2 & 3 to not account properly for the player's Aux power. The system guys are going to update it and test it to make sure that this doesn't suddenly cause its damage output to go too high, but we will definitely fix it so that if you use GW3 with a high Aux rating, it will scale up and be better than GW1.
  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    edited September 2013
    jheinig wrote: »
    I found an issue that was causing the kinetic damage on GravWell 2 & 3 to not account properly for the player's Aux power. The system guys are going to update it and test it to make sure that this doesn't suddenly cause its damage output to go too high, but we will definitely fix it so that if you use GW3 with a high Aux rating, it will scale up and be better than GW1.

    And the -Repel? Any way to fix the older dev's fudge-up?
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited September 2013
    jheinig wrote: »
    I found an issue that was causing the kinetic damage on GravWell 2 & 3 to not account properly for the player's Aux power. The system guys are going to update it and test it to make sure that this doesn't suddenly cause its damage output to go too high, but we will definitely fix it so that if you use GW3 with a high Aux rating, it will scale up and be better than GW1.

    The maximum damage for gravity well III (5 Fleet Particle Generators Mk XII, Nukara Particle Converter, Conservation of Energy, Astrophysicist, 9 in Particle Generators skill, Adapted MACO Deflector, Emergency Power to Auxiliary II) will net you about 2,450 damage for 20 seconds. With no kinetic damage resistance that will be 49,000 damage over 20 seconds. Against other players, assuming that brace for impact is used, then the damage will be 26,950 over 20 seconds. Assuming standard resistances without any buffs, the damage will be 39,200 damage over 20 seconds to players. So even at max particle generator stacking with a huge investment the ability will deal great damage, but it won't be overpowering. And with numerous counters (Attack Pattern Omega, Evasive Maneuvers, Polarize Hull, Emergency Power to Engines, Engine battery, Auxiliary to Inertial Dampers) players won't have any problems moving out of the gravity well before the damage is dealt. We might actually see the skill used in PvP again.
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    --->Ground Combat General Bugs Directory
    Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
  • logicalspocklogicalspock Member Posts: 836 Arc User
    edited September 2013
    Well interestingly enough, if Gravity Well III actually dealt the damage listed on the tooltip, it would be able to bring an escort to 25% hull when particle generators is max specced + conservation of energy trait, providing the science vessel could hold the escort in the well for the full 20 second duration. Naturally that is before healing, but it would make the skill viable again against players. All of those pet spam items would die quite quickly if Gravity Well III actually worked correctly. Yellowstone runabouts would die after about 10 seconds in the Gravity Well. Now if only Gravity Well III held like the Singularity Jump ability. For now though, we all still have Vent Theta Radiation and Tractor beam to keep the pesky escorts from getting away.


    This is great news, thanks.

    Yes, hopefully this will be the case. I have builds that use both Gravity Well I and III and I noticed that they seem about equal in terms of hold and damage. I never thought to check into it being a bug and assumed it was working as intended.

    Hopefully, they will consider also increasing the hold. It is a commander level power. It should at least have as much hold as tractor beam I if 130 AUX is put into it.

    And a big thank you for finding this bug.
  • jheinigjheinig Member Posts: 364 Cryptic Developer
    edited September 2013
    And the -Repel? Any way to fix the older dev's fudge-up?

    Same bug affects the pull.
  • logicalspocklogicalspock Member Posts: 836 Arc User
    edited September 2013
    jheinig wrote: »
    Same bug affects the pull.

    That is excellent news. Thank you for your prompt attention to this problem.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited September 2013
    Can I be the Negative Nancy? Well, Negative Ned/Norm/Nigel/etc...
    jheinig wrote: »
    I found an issue that was causing the kinetic damage on GravWell 2 & 3 to not account properly for the player's Aux power. The system guys are going to update it and test it to make sure that this doesn't suddenly cause its damage output to go too high, but we will definitely fix it so that if you use GW3 with a high Aux rating, it will scale up and be better than GW1.

    It will be better than GW1...as GW1 stands now...or...are we looking at a nerf to GW1 because of how powerful GW3 could end up otherwise? Thus, resulting in GW2/GW3 being better than the "new" GW1...?
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited September 2013
    Can I be the Negative Nancy? Well, Negative Ned/Norm/Nigel/etc...



    It will be better than GW1...as GW1 stands now...or...are we looking at a nerf to GW1 because of how powerful GW3 could end up otherwise? Thus, resulting in GW2/GW3 being better than the "new" GW1...?

    I hope not :(
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited September 2013
    Glad GW2 and 3 are getting fixed. Finally some good news for a sci skill.
  • burstdragon323burstdragon323 Member Posts: 853 Arc User
    edited September 2013
    jheinig wrote: »
    Same bug affects the pull.

    J, when you get that fix to TRIBBLE, I will test it very heavily.
  • bareelbareel Member Posts: 3 Arc User
    edited September 2013
    Nice find, we'll fix this soon!

    http://sto-forum.perfectworld.com/showthread.php?t=831681

    While I'm happy it has now been noticed, well yeah just gotta leave this link here. Good job though on the fix.
  • dontdrunkimshootdontdrunkimshoot Member Posts: 0 Arc User
    edited September 2013
    well this is certainly a good day for sci. i'll look forward to seing how good it turns out being again
  • adjudicatorhawkadjudicatorhawk Member Posts: 0 Arc User
    edited September 2013
    bareel wrote: »
    http://sto-forum.perfectworld.com/showthread.php?t=831681

    While I'm happy it has now been noticed, well yeah just gotta leave this link here. Good job though on the fix.

    This may shock you, but, sometimes, we don't have time to manage to read every single post in every single subforum. :p As with every bug, we're sorry we didn't know about it sooner - but now that we know about it, the squishing shall commence.
    Jeff "Adjudicator Hawk" Hamilton
    Systems Designer - Cryptic Studios
    Twitter: @JeffAHamilton
  • playhard88playhard88 Member Posts: 733 Arc User
    edited September 2013
    This may shock you, but, sometimes, we don't have time to manage to read every single post in every single subforum. :p As with every bug, we're sorry we didn't know about it sooner - but now that we know about it, the squishing shall commence.

    another bug: subterfuge stealth value is stacking

    This was fixed in the past, but it got reintroduced in a post-LoR patch. This has been posted a couple of times in the past few days but i guess nobody read it :P
    John Sheridan@playhard88 - FED Tactical
    Vin Naftero@playhard88 - FED Sciencie
    K'tan@playhard88 - KDF Tactical
    Argento@playhard88 - RRF Tactical (FED)
  • iskandusiskandus Member Posts: 1,062 Arc User
    edited September 2013
    Thanks for catching the bug. I once did a test with a fleet mate using GW III and was surprised how little damage that did. Didn't actually check the numbers, just found it odd.
  • bareelbareel Member Posts: 3 Arc User
    edited September 2013
    This may shock you, but, sometimes, we don't have time to manage to read every single post in every single subforum. :p As with every bug, we're sorry we didn't know about it sooner - but now that we know about it, the squishing shall commence.

    I thought that was the entire point of hiring Da Flake :D

    Actually it was mostly a tongue in cheek jab at you and I understand the preference for the PvP boards as when they are not actively engaging in forum PvP they tend to be a higher..standard for information.

    But seriously, get an intern or someone to read the boards and compile useful information about community found bugs and/or feelings about the various, things.
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited September 2013
    playhard88 wrote: »
    another bug: subterfuge stealth value is stacking

    If it didn't then there would actually be very little chance to have stealth vs. a fully kitted out Sci Snooper build. :)
  • ussultimatumussultimatum Member Posts: 0 Arc User
    edited September 2013
    This may shock you, but, sometimes, we don't have time to manage to read every single post in every single subforum. :p As with every bug, we're sorry we didn't know about it sooner - but now that we know about it, the squishing shall commence.

    Fair enough, I certainly can relate to the amount of posts being overwhelming.

    We used to have a fairly large, and long running thread, unfortunately it kind of got derailed back in April. :(


    Would a thread like that be useful again? I don't think I have the time to manage such a massive thread like that, but I'd be curious if that thread would at least have value for the dev side of things.
  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited September 2013
    Fair enough, I certainly can relate to the amount of posts being overwhelming.

    We used to have a fairly large, and long running thread, unfortunately it kind of got derailed back in April. :(


    Would a thread like that be useful again? I don't think I have the time to manage such a massive thread like that, but I'd be curious if that thread would at least have value for the dev side of things.

    The problem with that list is that it's purely game mechanics. If you added the rest of the bugs in this game, the list would span at least a couple of pages long.
  • lan451lan451 Member Posts: 3,386 Arc User
    edited September 2013
    Well I'm glad I saw this thread. I was wondering why my GW3 was doing around 600-700 damage when the tooltip on my hotbar says it should be doing 1550. Can't wait to see it all fixed up.
    JWZrsUV.jpg
    Mine Trap Supporter
  • webdeathwebdeath Member Posts: 1,570 Arc User
    edited September 2013
    jheinig wrote: »
    Same bug affects the pull.

    *jumps out of seat cheering for possible joy* If that does improve GW3's Pull.. AAAWWEEESOOOOME!! :D

    I stopped using GW 3 when I noticed its pull was no better then GW 1/Singularity Jump.
    You think that your beta test was bad?
    Think about this:
    American Football has been in open beta for 144 years. ~Kotaku
    [SIGPIC][/SIGPIC]
  • maicake716maicake716 Member Posts: 0 Arc User
    edited September 2013
    -imagines the evil science he can do with a grav well 3 that actually is worth the while-


    -remembers that EVERY science power ever worth the while gets nerfed shortly after its worth the while and gets sad-
    mancom wrote: »
    Frankly, I think the only sound advice that one can give new players at this time is to stay away from PVP in STO.
    Science pvp at its best-http://www.youtube.com/user/matteo716
    Do you even Science Bro?
  • rmy1081rmy1081 Member Posts: 2,840 Arc User
    edited September 2013
    maicake716 wrote: »
    -imagines the evil science he can do with a grav well 3 that actually is worth the while-


    -remembers that EVERY science power ever worth the while gets nerfed shortly after its worth the while and gets sad-

    Hopefully gravity well doesn't go the way of PSW3. I have high hope GW3 will be awesome but my guard is still up.
  • thegrimcorsairthegrimcorsair Member Posts: 0 Arc User
    edited September 2013
    rmy1081 wrote: »
    Hopefully gravity well doesn't go the way of PSW3. I have high hope GW3 will be awesome but my guard is still up.

    So either way, what you're saying is... brace for suck?
    If you feel Keel'el's effect is well designed, please, for your own safety, be very careful around shallow pools of water.
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