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TRIBBLE Maintenance and Release Notes - September 20, 2013

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  • badname834854badname834854 Member Posts: 1,186 Arc User
    edited September 2013
    No. A second, instant lockout period has been instituted. This was done in an attempt to alleviate the "double-tap" scenarios that have been discussed at-length in our PvP forums.

    These changes are good insofar:

    It buffs Science a bit: Good.

    It Nerfs Tacs a smidge: Good.

    It relies on PvP forums feedback: Not sure if good.

    Again, i feel often time Bort that you rely too heavily on the OCD Min/Maxers of the PvP subforums to act as an ad-hoc Q/A team for you to the detriment of your other areas of responsibilities (read:doffing forums, etc.)

    Not hating, just stating.

    -ABM
  • mintyfresh05mintyfresh05 Member Posts: 10 Arc User
    edited September 2013
    I just jumped onto tribble and copied my sci over, the tool tip for GW 1 and 3 before and after are here:

    Before

    GW1 -0.54 and 870
    GW? -0.57 and 1451

    After

    GW1 -0.22 and 630
    GW2 -0.24 and 1050

    This looks like a nerf not a buff or was the tooltip before bugged?
    Is this right?

    However it seems to be better against NPCs then before, but i'm not sure.

    Adding Graviton Gens doesn't seem to to add to the Pull in the tooltip so I guess the tip is bugged not the power.

    BTW also if you find you have no bridge officer slots on ship, go to ship yard and change ship and they come up.
  • verline1verline1 Member Posts: 0 Arc User
    edited September 2013
    The double tap issue.

    Its not really queuing both powers, though that can be done with torp spread, not as sure about BO.

    But essentially it goes like this, 1-2 beam arrays, not linked into fire all weapons, cloak. Cycle up BO 2 or BO 3, wait for global cool down to go away, prepare attack run, fire off BO, either with a weapon power drain res up, doff, naidion inversion, or slam a weapon battery, activate other BO, use second beam array to fire it, or wait for first to recycle.

    the 5 sec lock out basically means adding 1 sec of time to the single array double tap, since the array is on a 4 sec cycle, but it prevents the double array double tap. this is the difference between getting slammed with a BO 3 and a BO 2, back to back literally within 1-2 secs of each other.

    I think were people are getting confused is the global cool down, the buff to use BO, high yield, so on, last longer then the global cool down, so you could prep one, sit on the other BO, and right after firing hit the other BO and fire again, so long as you waited out the global cool down prior to the attack. This fixes that by essentially putting a 5 secs lock out on the second BO no matter what you do.
  • umaekoumaeko Member Posts: 748 Arc User
    edited September 2013
    Systems:
    • Duty Officers:
      • Fast Reload Projectile Officers no longer reduce the recharge time of the mega torpedo.

    I object to this.

    First of all, those duty officers are supposed to have a chance to lower cooldowns for projectile torpedo weapons. The Mega Torpedo launcher is a torpedo projectile.

    Secondly, I've long been aware of the benefit of having 3 projectile duty officers and how it affected the cooldown of the Mega Torpedo power. Not that I use the Mega Torpedo often enough for this to affect me much, but those duty officers possibly reducing the cooldown of that console was nowhere near overpowered and actually relatively cool.

    Third, if the T'varo set bonus removes a chunk of the cooldown off all projectile torpedo weapons - including the Mega Torpedo launcher - there's no good reason why the duty officer that does the same thing ought to be restricted from doing so (especially after so long being out and not being a problem).

    Fourth, those very rare duty officers cost me an arm and a leg to obtain as a trio. I'm not appreciative to their effect being reduced in relation to something that's neither a bug, nor overpowered.
  • lianthelialianthelia Member Posts: 7,863 Arc User
    edited September 2013
    umaeko wrote: »
    I object to this.

    First of all, those duty officers are supposed to have a chance to lower cooldowns for projectile torpedo weapons. The Mega Torpedo launcher is a torpedo projectile.

    Secondly, I've long been aware of the benefit of having 3 projectile duty officers and how it affected the cooldown of the Mega Torpedo power. Not that I use the Mega Torpedo often enough for this to affect me much, but those duty officers possibly reducing the cooldown of that console was nowhere near overpowered and actually relatively cool.

    Third, if the T'varo set bonus removes a chunk of the cooldown off all projectile torpedo weapons - including the Mega Torpedo launcher - there's no good reason why the duty officer that does the same thing ought to be restricted from doing so (especially after so long being out and not being a problem).

    Fourth, those very rare duty officers cost me an arm and a leg to obtain as a trio. I'm not appreciative to their effect being reduced in relation to something that's neither a bug, nor overpowered.

    But the Mega Launcher isn't a torpedo launcher, it's a console. Going by what you say that also means things like the Shrapnel Torpedo Launcher and the Battle Module 3000 Swarm Missiles should be reduced by doffs as well.
    Can't have a honest conversation because of a white knight with power
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    lianthelia wrote: »
    But the Mega Launcher isn't a torpedo launcher, it's a console. Going by what you say that also means things like the Shrapnel Torpedo Launcher and the Battle Module 3000 Swarm Missiles should be reduced by doffs as well.

    Agreed. Another console to add to that is the super-torp spread console off of the Armitage, that was NEVER affected by Projectile DOFFS. (Or if it was, I don't remember and it was fixed probably somewhat quickly)

    Everyone fussing about it is making a deal over something that has never happened with any other similar console.

    DOFFs aren't supposed to effect consoles, ever.
    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.
  • playhard88playhard88 Member Posts: 733 Arc User
    edited September 2013
    marc8219 wrote: »
    Please reconsider the changes to the destabilized plasma torp. It will be a huge nerf to an item many of us already paid for, and it already has been nerfed once earlier when it used to reduce cooldowns on everything.

    maybe next time u shouldn't paid for broken stuff in order to get and advantage
    umaeko wrote: »
    I object to this.

    First of all, those duty officers are supposed to have a chance to lower cooldowns for projectile torpedo weapons. The Mega Torpedo launcher is a torpedo projectile.

    No, is a console ability, like the d'kora swarm misiles.
    umaeko wrote: »
    Secondly, I've long been aware of the benefit of having 3 projectile duty officers and how it affected the cooldown of the Mega Torpedo power. Not that I use the Mega Torpedo often enough for this to affect me much, but those duty officers possibly reducing the cooldown of that console was nowhere near overpowered and actually relatively cool.

    Yeah, bugs are cool for the one using it. My EMP affected by aux2bat is really cool, but is a bug and is really anoying for the others.
    umaeko wrote: »
    Third, if the T'varo set bonus removes a chunk of the cooldown off all projectile torpedo weapons - including the Mega Torpedo launcher - there's no good reason why the duty officer that does the same thing ought to be restricted from doing so (especially after so long being out and not being a problem).

    same as 1
    umaeko wrote: »
    Fourth, those very rare duty officers cost me an arm and a leg to obtain as a trio. I'm not appreciative to their effect being reduced in relation to something that's neither a bug, nor overpowered.

    LoL. U can get a free purple one from the Nimbus episodie, and the rest with dilithium from the omega reputation store.
    John Sheridan@playhard88 - FED Tactical
    Vin Naftero@playhard88 - FED Sciencie
    K'tan@playhard88 - KDF Tactical
    Argento@playhard88 - RRF Tactical (FED)
  • masterkeychnk5masterkeychnk5 Member Posts: 0 Arc User
    edited September 2013
    mimey2 wrote: »
    Agreed. Another console to add to that is the super-torp spread console off of the Armitage, that was NEVER affected by Projectile DOFFS. (Or if it was, I don't remember and it was fixed probably somewhat quickly)

    Everyone fussing about it is making a deal over something that has never happened with any other similar console.

    DOFFs aren't supposed to effect consoles, ever.

    I agree the T'varo torp shouldnt be nerfed indeed, sure its fun in PVE, npc's dont have any resistance and dont distribute their shields very well.

    But for PvP its rediculuously useless, the most you do is blow yourself up with 50-100K crits.

    Its sad.
    [SIGPIC][/SIGPIC] I am not Snakie, MT is!
  • lordhavelocklordhavelock Member Posts: 2,248 Arc User
    edited September 2013
    I freshly copied over a character to Tribble. Here are her Relevant Stats:
    Starship Graviton Generators: 156
    Starship Particle Generator: 186
    Aux: 92


    Here are her Gravity Well III stats based on the Tooltip:
    Holodeck GWIII:
    -0.57 Repel
    1,156.9 Kinetic Damage per second (Ignores Shields) (increases closer to center)

    Tribble GWIII:
    -0.24 Repel
    899.5 Kinetic Damage per second (Ignores Shields) (increases closer to center)


    On both Tribble and Holodeck, when I removed/added-back consoles (I have 1xGravG and 2xPartG) and/or adujusted Aux power up/down the damage numbers changed accordingly, but Repel stayed the same.

    It appears in both cases that either the Tooltip is broken and/or the supporting stats have no affect on Repel.

    In either case (assuming this part of the Tooltip is functional), the build on Tribble is a NERF to my GWIII's damage. :(

    You can find/contact me in game as @PatricianVetinari. Playing STO since Feb 2010.
  • icepirakaicepiraka Member Posts: 0 Arc User
    edited September 2013
    mimey2 wrote: »
    Agreed. Another console to add to that is the super-torp spread console off of the Armitage, that was NEVER affected by Projectile DOFFS. (Or if it was, I don't remember and it was fixed probably somewhat quickly)

    Everyone fussing about it is making a deal over something that has never happened with any other similar console.

    DOFFs aren't supposed to effect consoles, ever.

    Maybe I don't get it, but would it really be that bad if DOFFs started to effect consoles to a certain extent? What precedent would it set?

    I mean, of course, the D'kora EMP being boosted by technicians doesn't make sense, because Technicians are supposed to reduce "Bridge Officer powers," which is something the EMP is not. But on the other hand, the DPT, Armitage Photons, D'kora swarm missiles, Shrapnel Torpedoes, etc. are all "torpedoes" in a sense, so it makes sense for DOFFs to effect them.
  • blassreiterusblassreiterus Member Posts: 1,294 Arc User
    edited September 2013
    icepiraka wrote: »
    Maybe I don't get it, but would it really be that bad if DOFFs started to effect consoles to a certain extent? What precedent would it set?

    I mean, of course, the D'kora EMP being boosted by technicians doesn't make sense, because Technicians are supposed to reduce "Bridge Officer powers," which is something the EMP is not. But on the other hand, the DPT, Armitage Photons, D'kora swarm missiles, Shrapnel Torpedoes, etc. are all "torpedoes" in a sense, so it makes sense for DOFFs to effect them.
    Don't you mean power recharges are reduced by 10%? I have a purple Technician DOff, and that's what the tooltip says.

    "Bridge Officer power recharges reduced by 10%."
    Star Trek Online LTS player.
  • icepirakaicepiraka Member Posts: 0 Arc User
    edited September 2013
    Don't you mean power recharges are reduced by 10%? I have a purple Technician DOff, and that's what the tooltip says.

    "Bridge Officer power recharges reduced by 10%."

    Yes, that's what I mean.
  • afree100afree100 Member Posts: 332 Arc User
    edited September 2013
    Lol for the squirrels thing. It's nice to see some balance changes, esp. the "double tap".
    Starfleet M.A.C.O. KDF Honor Guard
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    icepiraka wrote: »
    Maybe I don't get it, but would it really be that bad if DOFFs started to effect consoles to a certain extent? What precedent would it set?

    I mean, of course, the D'kora EMP being boosted by technicians doesn't make sense, because Technicians are supposed to reduce "Bridge Officer powers," which is something the EMP is not. But on the other hand, the DPT, Armitage Photons, D'kora swarm missiles, Shrapnel Torpedoes, etc. are all "torpedoes" in a sense, so it makes sense for DOFFs to effect them.

    Then if that is the case, why are the 'torpedo' consoles the exceptions to the rule? Why, besides that they are 'torpedoes' are they allowed to be affected by any DOFFs at all?
    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.
  • icepirakaicepiraka Member Posts: 0 Arc User
    edited September 2013
    mimey2 wrote: »
    Then if that is the case, why are the 'torpedo' consoles the exceptions to the rule? Why, besides that they are 'torpedoes' are they allowed to be affected by any DOFFs at all?

    I never said that they were the exception at all. I could just as easily say that the Veteran Destroyer Lotus, Heavy Escort Point Defense, Bortasqu' Autocannon, and Vesta Quantum phaser consoles should also be boosted by Energy Weapons and Entertainer DOFFs as well.
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    icepiraka wrote: »
    I never said that they were the exception at all. I could just as easily say that the Veteran Destroyer Lotus, Heavy Escort Point Defense, Bortasqu' Autocannon, and Vesta Quantum phaser consoles should also be boosted by Energy Weapons and Entertainer DOFFs as well.

    I know. I'm just saying that if they start allowing it for even a small group of consoles, people are going to start asking and expecting DOFFs to affect ALL consoles, including any new ones that come out. So, the ones that are broken just need to be fixed is all.
    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.
  • icepirakaicepiraka Member Posts: 0 Arc User
    edited September 2013
    mimey2 wrote: »
    I know. I'm just saying that if they start allowing it for even a small group of consoles, people are going to start asking and expecting DOFFs to affect ALL consoles, including any new ones that come out. So, the ones that are broken just need to be fixed is all.

    It doesn't HAVE to be that way necessarily. DOFFs would only apply where it would make sense for them to apply, according only to the DOFF description itself. Like I said before, the PWoff description reads "Chance to reduce the time to recharge torpedoes", and things like the T'varo DPT, Photon Point Defense, Shrapnel Torpedoes are very much so torpedoes; they deal kinetic damage, are boosted by corresponding tactical consoles, etc. Heck, the T'varo DPT even shares the global 1sec cooldown with all other torpedoes, that alone speaks volumes. Similarly, the description of a variant of EWoffs says "Chance to gain Shield Power when firing Energy Weapons," and things like the Autocannon, Veteran Destoryer Lotus, and Point Defense are all very much energy weapons of a sort (deal generic phaser/disruptor/etc. damage, boosted by corresponding consoles, and so on). For me, the only meaningful difference between these consoles and your standard weapons is simply where you slot them on your starship.

    On the other hand, the Aux2Bat technician description reads "Recharge time on bridge officer abilities reduced," which would and should have no effect on any console abilities whatsoever, because they simply aren't BOFF abilities no matter how many ways you try to look at them.

    The above are just examples, and aren't meant to be and exhaustive look at how all DOFFs should work. I'm just saying DOFFs should be consistently applying to any ability that matches the DOFF description, and should consistently not apply otherwise.
  • kapla1755kapla1755 Member Posts: 1,249
    edited September 2013
    what about infiltrator? that trait gives even more stealth then subterfuge. does it stack? is it intended to stack?

    Infiltrator skill only stacks if your Captain is a Reman who took the Infiltrator skill, and only applies the boost to 1 Reman Boff any other Reman Boff infiltrator skill is not applied and you are just wasting them been that was since LoR went live. Duration of infiltrator boost is dependant on if boff has Basic Infiltrator, Infiltrator, or Superior Infiltrator.

    Hope that helps
    [SIGPIC][/SIGPIC]
  • jeay12jeay12 Member Posts: 4 Arc User
    edited September 2013
    Be'ves ? -.-
  • millybunmillybun Member Posts: 232 Arc User
    edited September 2013
    Just *what* happened to the character models?

    I know it's a test server, and I'm hoping this is just one weird slip-up, but don't tell me this is a permanent situation that we'll get on Holodeck, because that'd be apocalyptic if not visually terrifying!

    Just load up a character from Holodeck on Tribble, see what happens... >_<
  • mimey2mimey2 Member Posts: 0 Arc User
    edited September 2013
    icepiraka wrote: »
    It doesn't HAVE to be that way necessarily. DOFFs would only apply where it would make sense for them to apply, according only to the DOFF description itself. Like I said before, the PWoff description reads "Chance to reduce the time to recharge torpedoes", and things like the T'varo DPT, Photon Point Defense, Shrapnel Torpedoes are very much so torpedoes; they deal kinetic damage, are boosted by corresponding tactical consoles, etc. Heck, the T'varo DPT even shares the global 1sec cooldown with all other torpedoes, that alone speaks volumes. Similarly, the description of a variant of EWoffs says "Chance to gain Shield Power when firing Energy Weapons," and things like the Autocannon, Veteran Destoryer Lotus, and Point Defense are all very much energy weapons of a sort (deal generic phaser/disruptor/etc. damage, boosted by corresponding consoles, and so on). For me, the only meaningful difference between these consoles and your standard weapons is simply where you slot them on your starship.

    On the other hand, the Aux2Bat technician description reads "Recharge time on bridge officer abilities reduced," which would and should have no effect on any console abilities whatsoever, because they simply aren't BOFF abilities no matter how many ways you try to look at them.

    The above are just examples, and aren't meant to be and exhaustive look at how all DOFFs should work. I'm just saying DOFFs should be consistently applying to any ability that matches the DOFF description, and should consistently not apply otherwise.



    I DO realize what you are saying and getting at, and why people want it to stay. But it is getting changed at some point in the future, and I don't think that folks are gonna change the dev's minds on this.

    Yes, you are right that some DOFFs have very 'blanket' effects which includes many consoles as part of that effect. But that's just it, it's a blanket, which means it'd be way more work to take and put every single energy console out there and put it on some kind of 'exception' list or whatever they need to do, compared to the single example of the mega-torp console.

    However, torp DOFFs are a very specific ability that only affect torpedoes, nothing else. So again I ask, why is the mega-torp console the exception now? Why is it allowed to be affected when the Shrapnel, the D'kora console, and the Armitage consoles have never been affected by them? It's the exception, and it has to be fixed in this case.

    Now, don't take this the wrong way, but I wonder if people are making a fuss because it's Romulans taking the 'hits' this time? Between Subterfuge BOFFs getting fixed...again, and also this console as well, that's two fairly substantial things changing for em.
    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.
  • icepirakaicepiraka Member Posts: 0 Arc User
    edited September 2013
    mimey2 wrote: »
    However, torp DOFFs are a very specific ability that only affect torpedoes, nothing else. So again I ask, why is the mega-torp console the exception now? Why is it allowed to be affected when the Shrapnel, the D'kora console, and the Armitage consoles have never been affected by them? It's the exception, and it has to be fixed in this case.

    I'm not quite sure what you're asking here. If you're asking how come the T'varo DPT came to get the DOFF bonus, I'm guessing it's because the devs took the code for a torpedo, jacked up the visuals, and attached it to a console, either intentionally or by accident leaving the ability to be enhanced by DOFFs untouched.

    If you're asking why is it so important or special that the DPT keep its DOFF bonus, it's simply a matter of utility. Look at the D'kora Swarm Missiles, the Shrapnel Torpedoes, the Armitage photons. While their damage and effects may be all more or less alright, they have the problem of 3 minute cooldowns, which is such a loooooooong time! What makes them worth such the long wait? Are they worth the opportunity-cost of, say, another Tactical console or a Neutronium alloy or field generator? Probably not.

    The DPT, on the other hand, on a dedicated torpedo boat, could be launched once every 45 seconds. Does that make it overpowered? No; it's still a big, fat, slow, ponderous torpedo which can be outran, shot down, and can induce suicide on the captain using it. But if you were a skilled enough pilot to be able to consistently land it on your opponent, you combat performance gained a definite boost, and so being able to launch it as often as you could was a great asset to a torpedo boat-like build. It was worth the console opportunity-cost, and with the coming patch, it will still only be worth the opportunity-cost because the torp reduces its own cooldown through the T'varo 2pc bonus. Is it fair to the other special torpedo consoles? No, but that's all the more reason to keep the DOFF buff to this torpedo and add it to all the other consoles. It will give them actual utility too!

    It's not a Romulan thing, at least not to me. It's just a matter that "console-based weapons" need to be worth the console slots you're putting them in, and I feel that's often not the case.
  • captainforfuncaptainforfun Member Posts: 154 Arc User
    edited September 2013
    I freshly copied over a character to Tribble. Here are her Relevant Stats:
    Starship Graviton Generators: 156
    Starship Particle Generator: 186
    Aux: 92


    Here are her Gravity Well III stats based on the Tooltip:
    Holodeck GWIII:
    -0.57 Repel
    1,156.9 Kinetic Damage per second (Ignores Shields) (increases closer to center)

    Tribble GWIII:
    -0.24 Repel
    899.5 Kinetic Damage per second (Ignores Shields) (increases closer to center)


    On both Tribble and Holodeck, when I removed/added-back consoles (I have 1xGravG and 2xPartG) and/or adujusted Aux power up/down the damage numbers changed accordingly, but Repel stayed the same.

    It appears in both cases that either the Tooltip is broken and/or the supporting stats have no affect on Repel.

    In either case (assuming this part of the Tooltip is functional), the build on Tribble is a NERF to my GWIII's damage. :(

    Can you compare the actual dmg that is shown in the log when you use Gravity well on an npc?

    Would be nice if you could go to Orelius sector and try it on a breen cruiser on tribble and on holodeck. Cause iirc. about 800 was the dmg my gravity well 3 does to them and the tooltip is showing way higher values also.

    I would test it myself, but i was a subscriber till the game went f2p and now i am a silver player, so i sadly can?t do that.

    Cause as far as i understood it the tooltips for Gravity well on holodeck were wrong anyways.

    I mean they said you will see a slight reduction in dmg when you run high aux and high particle generator skills, but your numbers are far more then a slight reduction.
    Reynolds / Thokal

    U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
    U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
    TheWiseGuys
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited September 2013
    Im currently updating tribble. Ill test it with a parser and post screens of both holodeck and tribble for definite comparison.

    Ill pick the same target on both sides. (probably the ships in the first story mission SS Azure or whatever, since those are quick and easy to find)

    I just hope I dont get lost trying to combatlog for tribble, ive never done that before, and will have to find out if I have to change anything in ACTs file path.
    Gold.jpg
    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited September 2013
    Testing Parameters
    - Test of Mettle KDF story mission
    - House of Torg Cruiser enemy
    - Gravity Well 3
    - Aux 130
    - Particle Generators 174
    - B'rel Bird of Prey Retrofit

    No special doffs or anything else.


    Holodeck tooltip: 1440.3 kinetic/sec
    Holodeck observed results: 936.61 DPS/17,983 total damage dealt
    [Combat (Self)] Your Gravity Well III deals 901 Kinetic Damage to House of Torg Cruiser.
    http://i.imgur.com/Ap1O5QK.jpg




    Tribble tooltip: At aux 130 1202.3 kinetic/sec
    Tribble observed results: 1083.47 DPS/21,286 total damage dealt
    [Combat (Self)] Your Gravity Well III deals 1220 Kinetic Damage to House of Torg Cruiser.
    http://i.imgur.com/dcxghsr.jpg



    Analysis:
    This does not appear like a nerf. The damage has increased by about 10% at aux power 130 with 174 particle generators. The change is underwhelming, however. Was able to reproduce the same results three different times (included screens of only one of each test for brevity). The tooltip on Tribble is accurate more or less, but the one on Holodeck is way off.

    I recommend the developers consider increasing the damage another 30-50% due to the fact the ability has a long cooldown. It isnt like you can just keep spamming it, cannon scatter volley 3 (commander tactical) parses out at over 2500 sustained DPS with a good build.

    As it stands, gravity well 3 over time will only do about 300 DPS. This is about 1/8th of the damage output of a comparable tactical commander bridge officer ability. If I had been a tactical captain using CSV3 on that same MOB, I would have done over 50,000 damage to it in the same 20 second span (if not more).

    This is one of the major issues with science abilities. They just cannot compare. Please consider these results and recommendations, development.
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    Fleet Admiral Rylana - Fed Tac - U.S.S Wild Card - Tactical Miracle Worker Cruiser
    Lifetime Subscriber since 2012 == 17,200 Accolades = RIP PvP and Vice Squad
    Chief of Starfleet Intelligence Service == Praise Cheesus
  • captainforfuncaptainforfun Member Posts: 154 Arc User
    edited September 2013
    Thx for the test, so it seems the tooltip on holodeck is more then wrong. Acording to the discussion about it, they prenerfed it before it even hit tribble. Cause they said it deals to much dmg. Aparently a sci was able to kill a bunch of frigates with it...


    Which ofc, is way overpowerd, not that i can do the same thing in an escort with ease over and over again...

    Anyone who finds sarcasm can keep it.
    Reynolds / Thokal

    U.S.S. Helios -Vesta Class / R.R.W. Dark Science - Dyson Surveillance Science Destroyer
    U.S.S. Donut - Fleet Advanced Research Vessel Retrofit
    TheWiseGuys
  • enyinayaenyinaya Member Posts: 34 Arc User
    edited September 2013
    I think the important feature of GW is the pull and slow ability not only the damage. Slowing your enemy increases your accuracy on them. Imagine having weapons with [ACC]x3 +Tactical console and skills+ the high Targetting skill+ other slow down abilities, this might make GW very powerful overall if they only focus on buffing the base damage.

    Looking at the skill tree, these skills (Grav Gen, Particle Gen, Targetting) are all nested on the Commander skill tree and there is enough skill points to enable any captain to be well skilled in them for certain builds. In an imprecise analysis, if we assume the base pull and damage is high enough, it may favour Tactical captains who can run high weapon power and accuracy, and additionally they will be able to pop an AUX Bat to benefit the skill when they need it.

    I welcome the change and will be testing as well. But from earlier posts, it seems the slow has been nerfed slightly which is not good in my opinion. Lets just hope it is a tootltip malfunction. Balancing the slow ability with higher ranked powers and high AUX power will be the difficult part, I think. There must remain a way where a Science Captain (Or any captain with high Science and Operation System Skills) in a Science Vessel can be the best in Crowd Crontrol. But unfrotunately, the game mechanic itself seems to be gradually erasing such a support role given that DPS matters more, in most situations.
    This are empty!
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited September 2013
    Regarding the slow:

    Remember that there are about a half dozen counters to that in game already. For players its evasive, EPtE, APO, PH, inertial dampeners skill, and so on (good luck snaring someone with it in PvP without a subnuke, for example). Not to mention the fact that player ships are inherently fast at the high end anyway, so they might get slowed for a moment, but they drive right out of the AoE pretty quickly.

    MOBs have some of the same skills, and the CC ability of gravity well has already suffered horribly.

    Everything needs to scale with AUX. If you have AUX 130 your target should not be moving at all, and even escape specials ought to only help them a bit, not completely shut down the effect.
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  • lucho80lucho80 Member Posts: 6,600 Bug Hunter
    edited September 2013
    Holodeck tooltip: 1440.3 kinetic/sec
    Holodeck observed results: 936.61 DPS/17,983 total damage dealt
    [Combat (Self)] Your Gravity Well III deals 901 Kinetic Damage to House of Torg Cruiser.
    http://i.imgur.com/Ap1O5QK.jpg

    Tribble tooltip: At aux 130 1202.3 kinetic/sec
    Tribble observed results: 1083.47 DPS/21,286 total damage dealt
    [Combat (Self)] Your Gravity Well III deals 1220 Kinetic Damage to House of Torg Cruiser.
    http://i.imgur.com/dcxghsr.jpg

    Analysis:
    This does not appear like a nerf.

    If they had kept the DPS in the Tribble version closer to 1440.3 then I wouldn't have called it a nerf. Since GW1 is supposedly not broken in Holodeck, I'd try the same test to see if the DPS went down for it on the high end of things. The issue is they fixed what was wrong but they arbitrarily decided that the original formula for DPS was too much. It's not like they go around reviewing every single boff and nerfing them according to DPS.

    That whole 5 frigate test was pure BS in my opinion because, like someone else mentioned, tac captains can do way more damage than that by themselves.
  • rylanadionysisrylanadionysis Member Posts: 3,359 Arc User
    edited September 2013
    I just thought of a really simple formula to determine how the snare part of GW "should" work.

    Simply take the aux power level, and add it to the graviton level

    Say 130 + 170 = 300

    Then take the targets engine power level and add that to their inertial dampeners level

    Say 125 + 99 = 224

    The difference should then be subtracted from 100 to determine effectiveness

    in this case, it would be 100 - 76 = 24

    So the target would be slowed down by a factor of 24% in this example.

    If the number is 0 or less, the slow effect is completely nullified (this would require a heavy investment in speed and dampeners really)

    If the number is 100 or greater, that ship is not moving at all for the duration of the special, unless they blow a power (APO, evasive, etc)
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