107 Inetral damepeners vs 74 graviton pulse = 17seconds duration
Omega seems to be more effective now. With omega the effect of GP is small, but again...if they use subnuke before GP u are dead in space for 20seconds.
Still the most powerfull CC skill in the game, far more powerfull than TB and GW together. Graviton generatons stat is in general more easy to increase that inertial dampeners (cheap skill, and a sci could run several embassy consoles without too much sacrifice)
I think they should reduce the base duration time, the skill is still scaling too high with graviton generators. Imo no movement debuff should be longer of 10seconds, any sci can buff the duration of GP up to 25 seconds without too much effort.
Imo no movement debuff should be longer of 10seconds, any sci can buff the duration of GP up to 25 seconds without too much effort.
Spoken like a true escort captain. To be honest, 25 seconds for a console base Cstore debuff isn't that bad. It's countered by Auxiliary to Intertal Dampers, Attack Pattern Omega, and somewhat by Emergency Power to Engines. Also, the debuff does nothing to any player using Adapted MACO or Klingon Honor Guard engines. If you want a 100% immunity to Graviton Pulse, then slot those engines for the hot restart ability.
Spoken like a true escort captain. To be honest, 25 seconds for a console base Cstore debuff isn't that bad. It's countered by Auxiliary to Intertal Dampers, Attack Pattern Omega, and somewhat by Emergency Power to Engines. Also, the debuff does nothing to any player using Adapted MACO or Klingon Honor Guard engines. If you want a 100% immunity to Graviton Pulse, then slot those engines for the hot restart ability.
Any 25second debuff is bad, the pvp in this game is fast paced, 25seconds is an eternity. I play sci too, and , i spent a lot of time and resources in my sci (lockbox ship, all mkxii purple gear, all purple doffs, etc), don't take this as "im an escort player, nerf sci cause they bother me", i want a good balance for all classes. GP is still op, is the most powerfull CC skill in the game, i prefer a nerf in GP and a buff in tractor beam.
Graviton pulse don't disable engines, it removes your ability to turn, and significantly reduces your speed, so hot restart don't affect GP debuff at all (i didn't test it, but unless tool tip is wrong, hot restart don't affect the GP debuff)
Counters are now ok, intertial dampeners is affecting it, an omega is working better agaisnt it, but the duration is still way out of line, the ability is scaling to high with graviton pulse
No matter how low they put the duration it won't be enough to balance a console with the ability to disable an entire enemy team. GPG shouldn't be able to hit more than three targets, or the slow needs to be less debilitating.
Or at the very least single player target while maintaining multiple NPC hits. That would solve a lot of the problems with the ability. That or add an immunity to the ability as described above.
You're only gimped by using engineering team because you cycle tactical team constantly to keep up with the insane amounts of damage players can put out.
An immunity of a certain length say 15-30s would mean your counter, engineering team, can fully recharge between people firing it. Essentially it means you cannot perma stun a team if they have engineering team, the counter.
Innate Resistances to Slow (like those provided by the skill Inertial Dampers) now reduce the Duration of this debuff, instead of the Magnitude.
The benefit this ability gains from the Graviton Generators skill has been reduced by half.
It's complicated because the amount that Grav Gens provides is based off of Aux. Different levels of Aux, provides different boosts. From other threads/testing, there was the following:
8s of that is base. So ~68.086 should come from the Grav Gens. With that being cut in half, then the same 443.9 Grav Gens should only add 34.043s...giving us 42.043s. Yes, that's a long time - but it's 34.043s less than it was.
On top of that, with 9 in Inertial Damps - there should be ~50% reduction in the overall duration.
So you're looking at going from ~76.086s to ~21.0215s...with 443.9 Grav Gens @ 125 Aux. That's ~72.4% reduction in duration.
How many folks are actually going to be sporting 443.9 Grav Gens?
3 in Damps would be ~27% reduction, 6 in Damps would be ~42% reduction, and 9 in Damps that ~50% reduction.
And all of that is premised off of not having some pseudo spammable ability handy to deal with it...
...well, I'm curious how folks think it is scaling too high.
Course, I haven't looked at it in a long time (since I joined in on the discussion about the potential duration being way too high and showing how ridiculously high it could go)...
156 Grav Gens @ 130 Aux is 25.6s.
141 Grav Gens @ 130 Aux is 24.5s.
268 Grav Gens @ 130 Aux is 33.7s
443.9 GG @ 130 Aux would be ~47s
Which roughly matches the math above from before looking at it since the change.
99 Grav Gens @ 130 Aux would then be ~21.4s or so.
10.7s with 9 Damp.
12.4s with 6 Damp.
15.6s with 3 Damp.
You're only gimped by using engineering team because you cycle tactical team constantly to keep up with the insane amounts of damage players can put out.
An immunity of a certain length say 15-30s would mean your counter, engineering team, can fully recharge between people firing it. Essentially it means you cannot perma stun a team if they have engineering team, the counter.
Sure escorts and such might do that, and have a TT cycle, but dedicated healers won't due to usually having 1 or 2 copies of ST and ET (depending on build of course).
Even so, the ability to chain GPG is going to overwhelm any amount of ET copies on a team. Hell, if you had 10 copies of ET, 2 per person, you are still going to be slammed far too much with GPG if the other team is totally focused on using it on your team. Even if you do clear them enough, it's not like the other team is just gonna be sitting there doing nothing, they will be using that to try and take people out, which means less firepower and possibly less ET's available to you.
A single person using GPG in a match can be quite the force by itself. It's still a very powerful console.
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.
You're only gimped by using engineering team because you cycle tactical team constantly to keep up with the insane amounts of damage players can put out.
You literally need five people carrying engineering team to counter a well placed GPG, as Omega will not completely counter it. And yes, if you're going to go that far to counter GPG it it means you aren't going to have good science team or tactical team coverage and you will lose anyway. Engineering team has very little utility beyond countering VM and GPG, unlike science and tactical team which are basically required in todays environment.
You're only gimped by using engineering team because you cycle tactical team constantly to keep up with the insane amounts of damage players can put out.
An immunity of a certain length say 15-30s would mean your counter, engineering team, can fully recharge between people firing it. Essentially it means you cannot perma stun a team if they have engineering team, the counter.
In a premade its not about keeping Tac Team up... its about having sci teams ready to counter the next double nuke spike.
Premade players HATE Gravity pulse... because yes it is cleared by Engi Team which means any team that has half a brain will hit 2-5 players with Gravity Pulse... as long as they get at least 2 they are in a good position. When one of them gets cleared. There is one healer that can NOT clear a sub nuke for 15s.
Gravity Pulse... wait for clear... Nuke target... renuke target...
About the only way I could see GP not being majorly game changing is to change the way team skills work. That would be my fix. Remove the Team skill global cool downs and no one would have an issue with this silly console.
We'll then just make it not affect players and have it as a PvE console. That or massively up the resistance inertial dampners give.
If you make it only affect say 2-3 targets you're essentially making it completely worthless in PvE which is not the answer we need. Too many things get nerfed in the wrong way making it op or useless in one or other area of the game.
In a premade its not about keeping Tac Team up... its about having sci teams ready to counter the next double nuke spike.
Premade players HATE Gravity pulse... because yes it is cleared by Engi Team which means any team that has half a brain will hit 2-5 players with Gravity Pulse... as long as they get at least 2 they are in a good position. When one of them gets cleared. There is one healer that can NOT clear a sub nuke for 15s.
Gravity Pulse... wait for clear... Nuke target... renuke target...
About the only way I could see GP not being majorly game changing is to change the way team skills work. That would be my fix. Remove the Team skill global cool downs and no one would have an issue with this silly console.
I've never used ET to clear GPG. I've used it to clear Grav Anchor - I've groaned on toons where I didn't have ET to clear Grav Anchor - but I've never used ET to clear GPG.
I've never used ET to clear GPG. I've used it to clear Grav Anchor - I've groaned on toons where I didn't have ET to clear Grav Anchor - but I've never used ET to clear GPG.
I'm trying to picture why somebody would...
Your kidding right.
Used to be you would not be able to turn for 30+s.... now I understand its more around 15s... still a very very bad way to be in a pvp match.
Used to be you would not be able to turn for 30+s.... now I understand its more around 15s... still a very very bad way to be in a pvp match.
Not kidding...course trying to test it for the past 30 minutes has been futile. It keeps missing. I'm going to keep trying though - it's got to hit at some point.
edit: Like I thought, APO allows you to ignore it. Funny thing too, even after the APO wears off - you still ignore it. Had 15s of GPG left on the test guy after the APO wore off...and...nada.
edit2: So yeah, I guess with the combination of it missing - APO (2 copies, AP DOFFs, AtB) - WCE(Cleanse Everything!) DOFF - jumping, cloaking, etc, etc, etc... well, it's not any more dangerous (actually less dangerous) than anything else. With the CD, the chance to miss, it's already behind various things that you could do to park somebody.
edit: Like I thought, APO allows you to ignore it. Funny thing too, even after the APO wears off - you still ignore it. Had 15s of GPG left on the test guy after the APO wore off...and...nada.
Didn't used to -- Could you run the check again, look into your defense tab and make sure the turnrate is the same as what you had before? Also, try popping APO both before and after GPG hits. In my previous testing there was a difference in how APO and GPG interact depending on which one was first activated. Would be great if it's been fixed.
Didn't used to -- Could you run the check again, look into your defense tab and make sure the turnrate is the same as what you had before? Also, try popping APO both before and after GPG hits. In my previous testing there was a difference in how APO and GPG interact depending on which one was first activated. Would be great if it's been fixed.
Yeah, I'll run it again. Need to do one more CE, but then I'll give it a go again and make note of the before/after numbers for those scenarios. It was kind of a PITA, because it did miss so much. The only boats I have on my test guys that can run APO are the Risian Corvettes - so they're sporting +85% Bonus Defense vs. the +25% Bonus Accuracy. For what should have been a 62.5% to-hit, took forever to get some hits and try out various things.
w/ APO1 then GPG During GPG
+100.3% Defense
81.69 Speed
73.9 Turn
Post APO (GPG still active)
+85% Defense
40.86 Speed
44.0 Turn
w/ GPG then APO1 During APO
+100.3% Defense
81.69 Speed
73.9 Turn
Post APO (GPG still active)
+85% Defense
40.86 Speed
44.0 Turn
So with APO1 already active when GPG hit, GPG did nothing - even after the APO1 expired and GPG was still active. Likewise, if GPG hit and APO1 was triggered - APO cleared GPG. GPG did not kick in again after APO1 expired. edited for pronoun abuse.
The listed values on the tooltip do not match the actual changes.
-66% Speed Listed vs. -55% Speed Actual
-80% Turn Listed vs. -98% Turn Actual
According to the release notes: "Innate Resistances to Slow (like those provided by the skill Inertial Dampers) now reduce the Duration of this debuff, instead of the Magnitude."
So I decided to run another test just to look at the GPG...
w/ GPG
82.5% for 1-2s, 71.0% for remaining time Defense
23.0 Speed (-58.3% Speed)
1.0 Turn (-98% Turn)
And well, though it confirmed that the -Speed% varies - didn't quite do what I thought it would. I was expecting the reduction to be less for the higher speed, given it being higher for the lower speed (both compared to the original speed). But that wasn't the case. Those speed changes just don't make sense then...
That's something I'll have to test more later (bad time of night for me, internet goes to TRIBBLE). Will test with a slower boat as well (not checking the APO part, that was consistent) to see how it scales there...
The -98% turn may have varied slightly...but that's at the 3-4th decimal point - nothing that wouldn't round to 98%.
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.
Comments
Spoken like a true escort captain. To be honest, 25 seconds for a console base Cstore debuff isn't that bad. It's countered by Auxiliary to Intertal Dampers, Attack Pattern Omega, and somewhat by Emergency Power to Engines. Also, the debuff does nothing to any player using Adapted MACO or Klingon Honor Guard engines. If you want a 100% immunity to Graviton Pulse, then slot those engines for the hot restart ability.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
still less worse than TIF or vms with doffs .Dont worry there are people to defend that too.
Well, maybe if the entire enemy team is afk.
affect if not disable.Many Rambo players who want to beat premades solo.
Any 25second debuff is bad, the pvp in this game is fast paced, 25seconds is an eternity. I play sci too, and , i spent a lot of time and resources in my sci (lockbox ship, all mkxii purple gear, all purple doffs, etc), don't take this as "im an escort player, nerf sci cause they bother me", i want a good balance for all classes. GP is still op, is the most powerfull CC skill in the game, i prefer a nerf in GP and a buff in tractor beam.
Graviton pulse don't disable engines, it removes your ability to turn, and significantly reduces your speed, so hot restart don't affect GP debuff at all (i didn't test it, but unless tool tip is wrong, hot restart don't affect the GP debuff)
Counters are now ok, intertial dampeners is affecting it, an omega is working better agaisnt it, but the duration is still way out of line, the ability is scaling to high with graviton pulse
Vin Naftero@playhard88 - FED Sciencie
K'tan@playhard88 - KDF Tactical
Argento@playhard88 - RRF Tactical (FED)
Rather than b**** and moan why not ask for it to have a 15s immunity after being finishing or clearing?
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.
And when do you have five engineering teams ready? If you have more than two teammates carrying engineering team you're gimped already.
Or at the very least single player target while maintaining multiple NPC hits. That would solve a lot of the problems with the ability. That or add an immunity to the ability as described above.
It would prevent teams from attempting to chain the ability for 100% uptime.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
An immunity of a certain length say 15-30s would mean your counter, engineering team, can fully recharge between people firing it. Essentially it means you cannot perma stun a team if they have engineering team, the counter.
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.
It's complicated because the amount that Grav Gens provides is based off of Aux. Different levels of Aux, provides different boosts. From other threads/testing, there was the following:
443.9 GG @125 Aux would be ~76.086 seconds
8s of that is base. So ~68.086 should come from the Grav Gens. With that being cut in half, then the same 443.9 Grav Gens should only add 34.043s...giving us 42.043s. Yes, that's a long time - but it's 34.043s less than it was.
On top of that, with 9 in Inertial Damps - there should be ~50% reduction in the overall duration.
So you're looking at going from ~76.086s to ~21.0215s...with 443.9 Grav Gens @ 125 Aux. That's ~72.4% reduction in duration.
How many folks are actually going to be sporting 443.9 Grav Gens?
3 in Damps would be ~27% reduction, 6 in Damps would be ~42% reduction, and 9 in Damps that ~50% reduction.
And all of that is premised off of not having some pseudo spammable ability handy to deal with it...
...well, I'm curious how folks think it is scaling too high.
Course, I haven't looked at it in a long time (since I joined in on the discussion about the potential duration being way too high and showing how ridiculously high it could go)...
156 Grav Gens @ 130 Aux is 25.6s.
141 Grav Gens @ 130 Aux is 24.5s.
268 Grav Gens @ 130 Aux is 33.7s
443.9 GG @ 130 Aux would be ~47s
Which roughly matches the math above from before looking at it since the change.
99 Grav Gens @ 130 Aux would then be ~21.4s or so.
10.7s with 9 Damp.
12.4s with 6 Damp.
15.6s with 3 Damp.
Roughly?
Sure escorts and such might do that, and have a TT cycle, but dedicated healers won't due to usually having 1 or 2 copies of ST and ET (depending on build of course).
Even so, the ability to chain GPG is going to overwhelm any amount of ET copies on a team. Hell, if you had 10 copies of ET, 2 per person, you are still going to be slammed far too much with GPG if the other team is totally focused on using it on your team. Even if you do clear them enough, it's not like the other team is just gonna be sitting there doing nothing, they will be using that to try and take people out, which means less firepower and possibly less ET's available to you.
A single person using GPG in a match can be quite the force by itself. It's still a very powerful console.
You literally need five people carrying engineering team to counter a well placed GPG, as Omega will not completely counter it. And yes, if you're going to go that far to counter GPG it it means you aren't going to have good science team or tactical team coverage and you will lose anyway. Engineering team has very little utility beyond countering VM and GPG, unlike science and tactical team which are basically required in todays environment.
Maybe a buff to how much inertial dampness reduces it by might be needed then so it reduces it by 75% rather than 50% at 99 points.
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.
13s is a long time in PVP. You can either be killed or healed in 10% of that time
- Gohan (House of Beautiful /Sad Pandas)
In a premade its not about keeping Tac Team up... its about having sci teams ready to counter the next double nuke spike.
Premade players HATE Gravity pulse... because yes it is cleared by Engi Team which means any team that has half a brain will hit 2-5 players with Gravity Pulse... as long as they get at least 2 they are in a good position. When one of them gets cleared. There is one healer that can NOT clear a sub nuke for 15s.
Gravity Pulse... wait for clear... Nuke target... renuke target...
About the only way I could see GP not being majorly game changing is to change the way team skills work. That would be my fix. Remove the Team skill global cool downs and no one would have an issue with this silly console.
make that triple nuke .Tacs are so op that seen premade groups with 3-4 scis :rolleyes:
Or is there just no middle ground? Does everything have to be either OP or completely useless?
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Support the "Armored Unicorn" vehicle initiative today!
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If you make it only affect say 2-3 targets you're essentially making it completely worthless in PvE which is not the answer we need. Too many things get nerfed in the wrong way making it op or useless in one or other area of the game.
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.
I've never used ET to clear GPG. I've used it to clear Grav Anchor - I've groaned on toons where I didn't have ET to clear Grav Anchor - but I've never used ET to clear GPG.
I'm trying to picture why somebody would...
Your kidding right.
Used to be you would not be able to turn for 30+s.... now I understand its more around 15s... still a very very bad way to be in a pvp match.
Not kidding...course trying to test it for the past 30 minutes has been futile. It keeps missing. I'm going to keep trying though - it's got to hit at some point.
edit: Like I thought, APO allows you to ignore it. Funny thing too, even after the APO wears off - you still ignore it. Had 15s of GPG left on the test guy after the APO wore off...and...nada.
edit2: So yeah, I guess with the combination of it missing - APO (2 copies, AP DOFFs, AtB) - WCE(Cleanse Everything!) DOFF - jumping, cloaking, etc, etc, etc... well, it's not any more dangerous (actually less dangerous) than anything else. With the CD, the chance to miss, it's already behind various things that you could do to park somebody.
Didn't used to -- Could you run the check again, look into your defense tab and make sure the turnrate is the same as what you had before? Also, try popping APO both before and after GPG hits. In my previous testing there was a difference in how APO and GPG interact depending on which one was first activated. Would be great if it's been fixed.
Yeah, I'll run it again. Need to do one more CE, but then I'll give it a go again and make note of the before/after numbers for those scenarios. It was kind of a PITA, because it did miss so much. The only boats I have on my test guys that can run APO are the Risian Corvettes - so they're sporting +85% Bonus Defense vs. the +25% Bonus Accuracy. For what should have been a 62.5% to-hit, took forever to get some hits and try out various things.
Zark
130/100 Aux
268 Grav Gens
33.7s (-66% Speed, -80% Turn listed)
Boreas
83/50 Eng
15 Inertial Damp
+85% Defense (w/ APO1: +100.3%)
40.86 Speed (w/ APO1: 81.69)
44.0 Turn (w/ APO1: 73.9)
w/ GPG
+70.6% Defense
18.22 Speed (-55.4% Speed)
0.9 Turn (-98% Turn)
w/ APO1 then GPG
During GPG
+100.3% Defense
81.69 Speed
73.9 Turn
Post APO (GPG still active)
+85% Defense
40.86 Speed
44.0 Turn
w/ GPG then APO1
During APO
+100.3% Defense
81.69 Speed
73.9 Turn
Post APO (GPG still active)
+85% Defense
40.86 Speed
44.0 Turn
So with APO1 already active when GPG hit, GPG did nothing - even after the APO1 expired and GPG was still active. Likewise, if GPG hit and APO1 was triggered - APO cleared GPG. GPG did not kick in again after APO1 expired. edited for pronoun abuse.
The listed values on the tooltip do not match the actual changes.
-66% Speed Listed vs. -55% Speed Actual
-80% Turn Listed vs. -98% Turn Actual
According to the release notes: "Innate Resistances to Slow (like those provided by the skill Inertial Dampers) now reduce the Duration of this debuff, instead of the Magnitude."
So I decided to run another test just to look at the GPG...
Boreas
55/15 Eng
15 Inertial Damp
+85% Defense
31.37 Speed
39.0 Turn
w/ GPG
+58.1 for 1-2s, +34.5% for 1-2s, +62.6% for remaining time Defense
10.46 Speed (-66.7% Speed)
0.8 Turn (-98% Turn)
And one more test to confirm a suspicion...
Boreas
125/100 Eng
15 Inertial Damp
+85% Defense
55.2 Speed
51.5 Turn
w/ GPG
82.5% for 1-2s, 71.0% for remaining time Defense
23.0 Speed (-58.3% Speed)
1.0 Turn (-98% Turn)
And well, though it confirmed that the -Speed% varies - didn't quite do what I thought it would. I was expecting the reduction to be less for the higher speed, given it being higher for the lower speed (both compared to the original speed). But that wasn't the case. Those speed changes just don't make sense then...
31.37 -> 10.46 (-66.7%)
40.86 -> 18.22 (-55.4%)
55.2 -> 23.0 (-58.3%)
That's something I'll have to test more later (bad time of night for me, internet goes to TRIBBLE). Will test with a slower boat as well (not checking the APO part, that was consistent) to see how it scales there...
The -98% turn may have varied slightly...but that's at the 3-4th decimal point - nothing that wouldn't round to 98%.
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.
No miss now