Please post all bugs and feedback on this thread for the newly revamped Reputation System on Tribble.
Reputation Revamp:
In an effort to make chosen slotted Reputation powers, now called Reputation Traits, more meaningful, they have gone through an overhaul.
Many have been made significantly more powerful as a result.
Dyson Joint Command
Tier 1
Integrated Nanofibers: Doubled the bonus damage resistance offered by this power.
Deadly Aim: Increased the Critical Severity bonus from +10% to +20%.
Tier 2
Advanced Hull Reinforcement: Doubled the bonus damage resistance offered by this power.
Advanced Targeting Systems: Increased the Critical Severity bonus from +10% to +20%.
Tier 3
Active Armor Hardening: This power's effect was boosted to match its tooltip.
It now correctly grants 0 to 75 damage resistance rating.
Previously this power's tooltip was incorrect and the power granted 0 to 50 damage resistance rating.
Vanquish: This power's damage resistance debuff that scales as the enemy's health decreases has been increased from 0-15 damage resistance debuff to 0-20 damage resistance debuff.
Tier 4
Active Hull Hardening: This power's effect was boosted to match its tooltip.
It now correctly grants 0 to 75 damage resistance rating.
Previously this power's tooltip was incorrect and the power granted 0 to 50 damage resistance rating.
Tactical Advantage: This power's damage resistance debuff that scales as the enemy's health decreases has been increased from 0-15 damage resistance debuff to 0-20 damage resistance debuff.
Nukara Strikeforce
Tier 1
Indomitable: Increased hit point bonus from +7.5% to 10%
Identify Vulnerability: Increased shield penetration from 5% to 10%
Tier 2
Fortified Hull: Increased hit point bonus from +5% to 7.5%
Enhanced Shield Penetration: Increased shield penetration from 2.5% to 5%
Tier 3
Emergency Fix: Increased heal over time effectiveness by 50%
Cryo Immobilizer Module: Increased damage over time by 33% and Root strength slightly
Tier 4
Auxilliary Power Configuration Defense: This now directly gives +Max Hull HP, +Max Shield HP, Kinetic Damage Resistance and Energy Damage Resistance based on Auxiliary power level.
Additionally, it has been improved to provide a greater bonus per point of Auxiliary power.
Auxilliary Power Configuration Offense: This now directly grants a bonus to all damage based on Auxiliary power level.
In addition, this damage bonus will provide a larger bonus to damage than the previous one did and it will also provide a small Accuracy buff that scales with Aux power.
Task Force Omega
Tier 1
Medical Nanites: Doubled the amount of hull regeneration provided by this power.
In addition this power now provides double its regeneration bonus outside of combat.
Omega Weapon Proficiency: This now provides a direct bonus to damage and also grants a larger bonus to damage than before.
Tier 2
Hull-Repairing Nanites: Doubled the amount of hull regeneration provided by this power.
In addition this power now provides double its regeneration bonus outside of combat.
Omega Weapon Training: This power now provides a direct bonus to damage and also grants a larger bonus to damage than before.
Tier 3
Replaced the "Rotating Weapon Frequency" power with "Omega Graviton Pulse Module".
This new power causes all of your ground weapon attacks to have a 5% chance to deal additional kinetic damage with 100% shield penetration.
This damage is doubled against Borg.
Regenerative Shield Augmentation: Significantly improved this power's regeneration rate.
Tier 4
Omega Graviton Amplifier: Updated this proc's description to explain that it has a chance to be triggered with each weapon attack instead of once per cycle like other procs.
This is merely a text change, this power has always worked like this.
In addition, this proc's damage is doubled against the Borg.
Superior Shield Repair: Significantly increased the amount of shield regeneration per 6 seconds.
New Romulus
Tier 1
Lethality: Increased critical hit chance bonus from 3 to 5%.
Enhanced Personal Shields: This power now boosts your base Max Shield HP by 10%.
Previously, it granted Personal Shields Skill.
The end result is a slightly larger boost to max shield HP than before.
Tier 2
Precision: Increased critical hit chance bonus from 3 to 5%.
Enhanced Shield Systems: This power now boosts your base Max Shield HP by 10%.
Previously it granted Starship Shield Systems Skill.
The end result is a slightly larger boost to max shield HP than before.
Romulan Tier 3 and 4 Abilities:
Removed all "Chance on Crit" and replaced this functionality with an "On Next Crit" temporary effect.
These effects are all consumed by applying their associated effects to self or foe, and will automatically refresh 20 seconds later.
This change was a purposeful move away from the idea of "chance-on-chance" and an attempt to normalize the opportunity that a player has of benefiting from this Reputation ability.
The "Placate" effect of the Romulan Tier 4 Space ability has been replaced with "Weapons Offline"
Duration has been increased from 2sec to 4sec
This debuff is now cleansed by Engineering Team instead of Science Team
Reputation Equipment Improvements: The below changes have been made to help bring these items more in line with equipment found in other reputations.
New Romulus
Pieces of both the Romulan and Reman Space Sets can now be used interchangably to obtain the same Set Bonuses!
Reman/Romulan Set Shield:
Removed all Regen bonus mods, replaced with Capacity. Capacity and Regen now match on both shields.
Added 20% Disruptor Resistance to Reman Shield, and 20% Phaser Resistance to Romulan Shield
Moved 3pc Set Bonus, Covariant Capacitance Cell, to both Shields as a passive triggered bonus.
This bonus is unchanged, other than how it is now obtained.
Reman/Romulan Set Impulse Engine:
Added a passive effect to both Engines: While at Full Impulse, your shields regenerate much faster
Reman/Romulan Set Deflector Dish:
No changes.
Reman/Romulan Space Set Bonuses:
New 3pc Bonus: "Capacitance Transfer"
CLICK to activate: For 15 seconds, you gain Shield Resistance and your energy weapons leech Shields from foes to heal your own.
Nukara Strikeforce
Nukara Set Shield
Increased Capacity
Reduced Shield Proc internal cooldown from 10sec to 5sec
Nukara Set Deflector
Changed an Inertial Damper mod into a Structural Integrity Mod
Added two "Subsystem Repair Skill" mods
Nukara Set Engine
No changes
Nukara Space Set Bonuses
2pc Bonus: Periodic offline cleanse increased from every 4sec to every 3sec
3pc Bonus: Disables 2pc bonus for only 30sec instead of 60sec
Added a project that allows you to convert the now obsolete Dyson Joint Command Commendations into Dyson Sphere Marks.
The changes to the Romulan/Reman sets look great. I also like the changes to the Nukara set so far. That said, the two piece bonus on the Nukara set is truly lackluster compared to the Adapted MACO, MACO, and Omega two piece set bonuses. Would it be possible to consider also adding +5 weapon power to the two piece set bonus? It would make sense for a "weapon stabilizer" set bonus and it would remove the situationally useful state of the current set bonus.
At the moment, the set bonus is only useful when fighting Tholians. A direct comparison would be the Adapted MACO two piece set bonus and the Nukara two piece set bonus. The Adapted MACO set bonus gives +8.8 Auxiliary Power, +25% base torpedo damage, and slowly repairs dead crew. All the Nukara two piece set bonus does is repair disabled weapons after 3 seconds. The only time weapons are going to remain offline for 3 seconds is when fighting an enemy spamming weapon offline attacks. I understand, weapons are too powerful to add a set that makes them totally immune to disable, but the set bonus needs something that isn't extremely situation in order to get players using it.
On the topic of the Nukara three piece bonus, could it please be re-balanced around a two minute cooldown? I understand if the damage needs to be scaled back, but it is a significant detriment to the set's use when Mask Energy Field (Adapted MACO), Gravitic Anchor (Omega Force), and Heavy Graviton Beam (MACO) all have two minute cooldowns.
As for the Nukara shield, would it be possible to consider dropping the Tetryon and Radiation resistance down to 10% while adding +10% All Energy Damage Resistance to the shield? At the moment, this is the only Resilient Shield array that is part of a set which does not have a +10% All Energy Damage Resistance modifier. As a result, it is significantly less versatile than the MACO, Solanae, or Jem'hadar Shields. It would actually be quite nice if all reputation system shields got +10% All Damage Resistance. Naturally the would need a reduction in their specific resistances, but it would be a good change overall. Many players enjoy using the same set in multiple pieces of content, but the space gear is much less useful in that regard.
Some of these look like good changes but overall the aspect of grinding up to get something and then just to lose it just because someone at Cryptic thinks thats a good way to resolve the issue. If those of us continue to just go with what Cryptic wants in this matter its just going to continue the abusive trend so I won't doubt it if the game dies off more than it already has because of this proposed change.
after going in i looked at the powers and i did not slot a single power beyond tier 2 took
Advanced Targeting Systems
Omega Weapon Training
Precision
Enhanced Shield Penetration
so will make alts easier now i guess as there is no point to fully grind them out excepted omega for the ship sets
i also have zero desire now to even do the undine as what's the point now? it's tier 5 power does not interest me neither do any of the the lower powers (maybe one of the tier 4 powers but meh) and none of the sets so far peak my interest.
the only thing that made me grind out the others was the powers only reason now that's gone
after going in i looked at the powers and i did not slot a single power beyond tier 2
so will make alts easier now i guess as there is no point to fully grind them out excepted omega for the ship sets
i also have zero desire now to even do the undine as what's the point now? it's tier 5 power does not interest me neither do any of the the lower powers (maybe one of the tier 4 powers but meh) and none of the sets so far peak my interest.
the only thing that made me grind out the others was the powers only reason now that's gone
You know when it goes live that they are going to say it was a huge success with overwhelming excitement about it from the community. Although most people who claim to like it then retract their statements after realizing what is going to occur when they loose a majority of what they grinded so long for. The Cryptic motto... We giveth to grind and we taketh away and request you grindeth some more.
the thing is one of the reasons for this change was vets where way more powerful then new 50's thing is i do not think this fixes it at all if any thing i think the gap is even wider just need to put in less work now but still not fixed
Advanced Hull Reinforcement: Still feels to be fairly weak. Survival is rarely a problem for me and shields are much more important in that regard. I understand mathematically that this is a strong ability but in practice I cannot see myself ever using it.
Advanced Targeting Systems: This will be one of the standard more dakka 'cookie cutter' selections.
Active Hull Hardening: Far too situational by the time the bonus is significant enough to warrant it's selection the battle is likely already lost. Perhaps if it added temporary HP with an internal cool down it would be more desirable.
Tactical Advantage: While -DR is always good their are already many ways to get it that are always active. I doubt I will use it and don't have any good suggestions for improving it. Perhaps a heal debuff would make it viable for PvP?
Fortified Hull: Still too low of an increase to warrant a pick I don't think. 10% would be much better but eh.
Enhanced Shield Penetration: Of situational use in PvE and possibly too strong for PvP but I'm not too sure on that.
Auxilliary Power Configuration Defense: Without hard numbers I can't say too much about this other than my torp boats and Vesta cannot wait.
Auxilliary Power Configuration Offense: Without hard numbers I can't say too much about this other than my torp boats and Vesta cannot wait.
Hull-Repairing Nanites: I can actually see a few of my ships carrying this especially post borg set nerf but time will tell. I like passive healing especially on hull as I tend not to carry much of it.
Omega Weapon Training: This just screams must have pick. Effects sci abilities and weapons and is in the ability category instead of equipment. Very good for more dakka cookie cutter.
Omega Graviton Amplifier: I just wish the damage of the proc scaled in some way. It doesn't seem to be effected by anything. I may take it on toons that don't pack torpedoes just to have some form of kinetic but other than that not sure if it stacks up to the others.
Superior Shield Repair: Passive repair is always good. If I take a defensive trait it will be this or the nanites. Shield regen is very under valued by the community though even with how strong it is so opinions may vary.
Precision: The 3rd of the cookie cutter dakka traits, I'll be taking it.
Enhanced Shield Systems: Not too appealing for PvE to me depending on how it stacks but I can see PvP fans grabbing it.
Rom Tier 4 Defense: No opinion
Rom Tier 4 Offense: Can see the appeal for a shut down build but wonder how many NPCs will be borderline immune, how it will scale with decompiler skill if at all, and how hard subsystem repairs counters it. Might be extremely annoying or extremely pointless depending upon those answers in PvP.
Conclusion:
Advanced Targeting Systems, Omega Weapon Training, and Precision will be my first 3 picks on most toons plus one utility selection of Hull-Repairing Nanites, Omega Graviton Amplifier, or Superior Shield Repair.
Sadly while a few of the traits did compete well with their alternate selection with this new system some are flat out more useful than others. Many are very situational which I guess might not be considered a bad thing.
Additionally I must once again add my opinion that removing all actual vertical progression or power creep from completing reputations will negatively impact the desire or enjoyment from taking part in them.
Finally, just to put it in a post I predict the next fleet holding will allow +1 space and +1 ground reputation trait slot, so I later quote myself
*edit addon*
If you want to worry about balance please nerf Plasmonic Leech console. +16 power to all 4 subsystems at the cost of one console plus reducing your targets is one of the main reasons some ships can put out stupid high amounts of damage. It is a much larger contributor of power disparity between fresh VAs and Vets than rep traits.
the thing is one of the reasons for this change was vets where way more powerful then new 50's thing is i do not think this fixes it at all if any thing i think the gap is even wider just need to put in less work now but still not fixed
Yeah its the base stats of ships & items. The proposed increase on these just amplifies what the people who still will be playing will have so indeed it will be wider. The other factor with the so called power creep is the science ship issue will be addressed with the sensor analysis issue. The kicker of it too all the non 5 fore weapon and 5 tactical console fed ships, (none of those in the kdf except for the mogh), and then romulan only have a few available on the science front as well as kdf. Which these mentioned are the base stats these rep powers are multiplying onto. So indeed your statements are correct it just increases the gap and makes us rage at losing what we grinded for lol.
The overall problem is they want people to buy older ships as is so if they love them because most of it is a canon love for a specific ship or ships they want to use that are inferior to the newer mold ships. So instead of creating or modifying old content and doing actual work they are just going to try to nerf something and make a growing problem even worse.
Can all the skills that add HP to hull and or shields get an extra bonus to hull repair and/or shield emitters skills too?
HP is nice to soak the initial damage, but HPS is needed to help offset DPS. Boosting HPS will make the HP traits more attractive.
The +HP rep traits seem weak as is. Please consider buffing heal skills too.
That said, the two piece bonus on the Nukara set is truly lackluster compared to the Adapted MACO, MACO, and Omega two piece set bonuses. Would it be possible to consider also adding +5 weapon power to the two piece set bonus? It would make sense for a "weapon stabilizer" set bonus and it would remove the situationally useful state of the current set bonus.
If anyone is using Rom T4 skill that sends weapons offline this set will help. But it only reduces the effect of it by 1 second, so questionable even then.
Versus the rom rep skill it should be a 1-2 second wait, not 3.
And yeah, outside that situation and Tholians, it's pretty useless.
This sounds very interesting in all .. Some parts sound very good but some sound very dodgy.
Players have done a lot of grinding in the Rep system for some time and earned their passive /active skills.. it was hard work... so I guess it's only fair to strip them of all that and give them less skills than they used to have... all that work should be rewarded by a good shafting after all.
Ok... so some of it sounds good... but just giving everyone free access??? of are you going to make us all RE-Grind to get back the skills we already earned?? and what of the ones who never earned these skills in the first place??? how much are we hard working grinders going to be reimbursed??? Nothing at all??
and as a side note.. I used to play.. and love City of Heroes.. paid a regular monthly due... had a blast.. then it went free... F2P players hated not having the perks P2P players already had... sooo.. they ... Fixed that... and then fixed some more.. and then some more... and then all the long time players quit.. and then the not soo long players.. then everyone who mattered... and then City of Heroes quit.... R.I.P. fix too much that doesn't need fixing... you fix yourself into your own grave.... .. don't kill STO with overdone unwanted or improperly thought out fixes.
i also have zero desire now to even do the undine as what's the point now? it's tier 5 power does not interest me neither do any of the the lower powers (maybe one of the tier 4 powers but meh) and none of the sets so far peak my interest.
the only thing that made me grind out the others was the powers only reason now that's gone
The one thing I looked forward to when I reached 50 on any of my toons was unlocking ALL the passives so i could at least have that while grinding for gear. Sure, now you can slot passives that are on the same tier, but now I feel that my time obtaining all these nice passives was completely wasted. The Reputation passive change was never as difficult as parties make it out to be. This change has disenchanted many others as well as myself.
If the Reputation system was so bad that it needed a revamp, then why not just REMOVE the traits and have the game as it was prior to when the system was added two years ago? This would completely remove the complaints of new level 50's since nobody would have special, powerful traits. Not to mention this would bring balance back by removing an unbalanced system. As i see it now, people WILL find the "ideal" trait combination and then the revamp will have been for naught.
Since more reputations are clearly going to happen, the 4-slot limit will not be enough with all the traits that will inevitably be released. Either allow us 8 passive slots so the people who have spent an ungodly amount of time grinding their reps for the passives can KEEP their skills without feeling betrayed, or outright remove the passives so there is no "power creep" and keep the final active powers.
I can't speak for others, but I did not spend the past two years of my life on this game grinding end-game reputations to have my hard work and efforts stripped from me.
After seeing these changes all I can say is if this goes live in any way shape or form. hundreds if not thousands of vets will close their wallets and leave this game for good. lets see if your free to players can sustain u cryptic. these changes are a joke . they do nothing but penalize the vets they do nothing to fix the problems really in any form. here is your feedback your proposed changes are joke this needs to be scraped from top to bottom. so who is going to go through all this feed back and do something about it. oh wait I know, the guy with 10 hours in his starship who couldn't go through a buff rotation if his job depended on it LMFAO
This is a link to an announcement about the paragon 2.0 system for diablo 3. This system allows max level characters to continue to gain experience and still progress, albeit very minorly, and improve their character's power level.
The system was added for a very important reason. Because players like progression systems. It improves player retention as it gives them a reason to play and rewards them for continuing to play.
Reputation in STO used to fill this purpose, it no longer will. I know it is a bit of an apples to oranges but please I beg you devs, learn from blizzard's original mistake. Do not repeat it in your game. Players like to progress and increase in power even if it is tiny. The lack of that in your game will hurt retention.
I posted this in the Reputation Power tray revamp thread but I'll put it here too:
I'm testing now on Tribble with the revamped Borg missions and I would reconsider getting rid of Rotating Weapon Frequency. With some of the mobs you put in, I was adapted in about 3-5 shots and had to wait for my remodulator cooldown. Either keep the trait or remove the cooldown on all remodulators.
So just a relatively quick look at a few items with a relatively quick look (Space only, mind you - er - I've never really paid attention to what I slotted for Ground)...
Dyson
T2 Advanced Hull Reinforcement: the +10 damage resistance being applied here is subject to both diminishing returns of hull damage resistance and shield damage reduction in the actual calculation to determine the damage resistance that is applied.
dragonsbite figured out that it was being calculated using the standard shield damage reduction formula (I usually point to mancom/hilbert's post for it).
Basically, the +10 is 9.082% DR.
Say you're starting with 28.5% DR.
To calculate the end DR, you're looking at: 1 - ((1 - 0.285) * (1 - 0.09802))
In this case, it's an increase of 6.5% DR.
If you're starting with 26.2%, it takes you to 32.9%; an increase of 6.7% DR.
So not only are you not getting the +10, but the amount you're actually getting will get smaller and smaller as it is subjected to diminishing returns based on the actual amount of DR you have.
If you had 0 DRR and thus 0 DR, the previous bonus of +5 provided you with 4.761% DR. If you have 0 DRR and thus 0 DR, the new bonus of +10 provides you with 9.082% DR. As you can see, even though it's gone from +5 to +10; you're not receiving double the bonus you were receiving before...and again, that's only if you've got 0 DRR/0 DR to start with...
The mechanics for this - well, without an understanding of them - this particular Trait is highly misleading (even understanding them, it's misleading - but at least you can see how it got to where it did).
T2 Advanced Targeting Systems: straightforward doubling of the Crit Severity bonus previously provided (+10% to +20%).
T4 Tactical Advantage: appears unchanged based on tooltip modification to weapons.
T4 Active Hull Hardening: believe there was a dev post about how this wasn't working properly, is now working properly, so that would basically be the change for it (50% to 75%, I believe is what the post said).
New Rom
T2 Precision: an increase from 3% to 5%...leaves me wondering just why there is no standardized ratio for CrtH and CrtD.
Weapon Mods sport a 1:10 ratio (+2% CrtH vs. +20% CrtD)
Advanced Tac Consoles sport a 1:5 ratio (+1.6% CrtH vs. +8% CrtD)
Precision/Advanced Targeting Systems previously sported a 1:3.333 ratio (+3% CrtH vs. +10% CrtD)
Precision/Advanced Targeting Systems now sports a 1:4 ratio (+5% CrtH vs. +20% CrtD)
T2 Enhanced Shield Systems: adds +10% modified base shield capacity (the amount is not modified by skills/gear - though it is modified by the ship's shield modifier). The previous bonus of +30 Starship Shield Systems provided a boost of +9% base shield capacity. This is only an increase of 1%...er...um...?
Like hull below, the effective shield capacity will be affected by shield damage reduction. As it is calculated from the modified base (the amount of base after the shield modifier), ships with a higher shield modifier and higher shield damage reduction will benefit the most from this.
For example (regarding the shield modifier)
KHG shields
Fleet T'varo (0.99 shield mod) from 11237 to 12072; an 835 difference reflecting the 0.99 modified base
Ha'nom (1.3 shield mod) from 14249 to 15345; a 1096 difference reflecting the 1.3 modified base
Another item that will require some understanding of the mechanics and will likely be misleading when the person doesn't get their +10%.
Also again, what's up with only a 1% increase?
T4 Emergency Secondary Shielding: this shows a 600 heal in the list from normal space but 1800 heal when slotted. Switching ships (different shield mod) changing gear (increased Shield Systems) does not adjust either number. Without testing, can't tell which value is actually applied. (Though, in looking at the T4 Omega Superior Shield Repair - the 600 might be a ground value showing regardless of location.)
Nukara
T2 Fortified Hull: adds +7.5% base hull (the amount is not modified by skills/gear). Then again, the previous +5% was base hull that was not modified either. Ships with a higher base hull will receive a greater benefit from this trait.
Keep in mind, the effective health aspect, eh?
For example, on a Fleet T'varo with a base hull of 29,700 this is adding ~2227.5 hull - system rounds it up to 2228. With that base 28.5% damage resist from earlier, it's effectively adding 3116 hull.
So with a combination of the actual base hull and the amount of damage resist one is sporting, the actual value of this trait can vary greatly.
Again something that will require some understanding of the mechanics behind it...as well as the potential for it to be misleading. Folks thinking they're getting +7.5% hull compared to what they've already got...are going to be disappointed.
T2 Enhanced Shield Penetration: still leaves projectiles high and dry. /cough /grumble
T4 Auxiliary Power Configuration - Defense: okay, this one is going to be a little complicated to look at.
@125 Aux, it states it provides 12.5 Energy/Kinetic DRR and +6.2% Hull Health/Shield Cap.
It's standard DRR. Drop it in the formula as usual and watch the diminishing returns eat it.
The +6.2% I presume is meant to be calculated off of base hull and base shields, but the actual value appears to be +6.25252525252etcetc, so it's actually a little more than that.
Previously APC-D provided +25 to three skills...Hull Plating, Structural Integrity, and Shield Performance. So there was Energy DRR, some Hull Health, and some Shield Damage Reduction/Shield Regeneration.
@125 Aux, that meant +3.75 Energy DRR, +7.6% base Hull, and somewhere between 2-3 Shield Power (not going to do the calculations for Resist/Regen for that piddly amount).
All in all, it appears to be a somewhat well-rounded boost.
T4 Auxiliary Power Configuration - Offense: another fun and somewhat complicated one to look at, eh?
Previously with APC-O, @125 Aux you got a +25% weapon Base Damage boost. The tooltip states that @125 Aux, this is a +37.5% All Damage boost and a +3.8% Accuracy boost.
That tooltip's only going to lead to more confusion. It's a Base Damage boost. Typically, "All Damage" boosts are not Base. Things like APO/APA...heck, even the new Omega Weapon Training - with the All comes the assumption of it not being Base. This boost is a base boost.
So @125 Aux, we've gone from +25% base to +37.5% base and picked up +3.8% Accuracy in the process.
But uh, VD, it says All - so even though it's Base - is it affecting non-weapon damage too? Yep...it's boosting non-weapon damage as well. Time for some Aux boosting doubledipping!
Omega
T2 Omega Weapon Training: well then, hrmm, okay. This has gone from a +15% weapon base damage boost to a +10% non-base boost to All Kinetic and All Energy Damage.
It's no longer just Weapon damage. It's boosting the kinetic damage from Sci Abilities as well. It's boosting Energy damage from any source as well - it even boosts the Tet Cascade damage by 10%. That's a significant change. Given the wording of the tooltip, it appears intentional. As such, may want to change the name of the Trait - since it's no longer just Weapon damage. Omega Combat Training? Meh, dunno.
Also as noted, this has gone from base to non-base damage. A quick 'n rough example using a somewhat standard breakdown of damage calculation.
That's a ~411 difference. The more additive modifiers for base damage one has, the greater the value of the new Omega Weapon Training will be.
Don't forget for Energy Weapons, you'll be looking at the WeapoN Power modifier as well. Speaking of which, I guess that's the easiest way to put it. This is basically like the +10% from EPtW1...only it not only affects Energy Weapon Damage, it affects all Energy Damage as well as all Kinetic Damage.
Not sure how this will not end up being part of almost every build that's looking at doing some damage.
The formula for figuring out damage as I kind of shortcutted above, is easy enough to find out there - I first got it from bareel and couldn't even guess how many times I've reposted it out there. I'd link one of them, but I'm kind of being lazy - this is cutting into my grind time on Holo - and this is taking way longer than I had anticipated...meh.
T2 Hull-Repairing Nanites: can't remember for the life of me what it is on Holo, but with it being 1% of max (that's max, not base - so it's your hull after all your little modifiers) this is something where ships with higher hull values will see larger passive regen than ships with lower hull regen. It's 1% max/3s.
Got to say, it's a damn nifty tooltip. Straightforward, explains it - nice tooltip.
note: Happened to go back to Holo to check something else, so this went from 10%/60s to 1%/3s...basically doubling it, eh?
T4 Omega Graviton Amplifier: this has not changed according to the tooltip nor any modifications it makes to other tooltips when slotted.
T4 Superior Shield Repair: in the list of available trait, this is listed as 7.6 shield regen while when slotted it's providing 400 (* shield mod) per 6 seconds. On Holodeck, this lists as 12.7 on the ground for me (STOwiki has it as 4.6) and 262.5 (* shield mod) in space.
Kind of um...hrmm...trippy tooltip thing going on there. But it's ~150% of what it was before, eh? Didn't test, even though I know there's all sorts of folks that would love to shoot at me. :P
T4 Sensor Targeting Assault: well, outside of the name being odd for its new function - have to wonder how this is going to work out. Does not appear to be affected by Decomp (or it's just rounding so I can't see if it is - this guy doesn't have that much). Probably affected by Subsystem Repair, which will reduce the 4s. Appears to be player locked, as in the shooter can only trigger it every 20s.
Which begs the question of how many times can it be triggered by multiple shooters? Could five folks shooting at somebody trigger this multiple times? Does it stack duration? Refresh duration? Is there any sort of lockout period on it? Questions, questions...
**********
I didn't look at the Counter-Command stuff...maybe later.
As suspected I'm just as survivable in space and ground as before, but can do more damage thanks to the increased buffs that affect damage, I took no buffs concerning regen and damage resistance, since most of those passives are just as trivial as before this change. So really it's a good bonus for my characters.
Tribble (with above rep traits spec'ed, shield penetration used as an non-boosting placeholder):
1537 DPS - Elite Fleet Dual Heavy Phaser Cannons Mk XII [acc]x2 [dmg] (tooltip)
21.3 - CrtH
96.8 - CrtD
Anyone else see a problem? Every new person will be told, don't grind past tier 2 of a given rep if you only ever plan on doing PvE. The only advantage of going all the way to tier 5 will be active powers. But none of them are that good.
So this change means more DPS which is more powercreep. And future reps will have to be better than previous reps so that people actually grind them. This change does little to actually address the disparity of power between vets and new players.
Finally, for PvP's sake, please make it so players cannot switch rep passives at will in any zone where PvP combat takes place. This system will be the newest exploit. If you, the devs, felt that switching consoles was a problem, then surely this constitutes a similar problem.
You have two official feedback threads for the reputation revamp. I suppose this thread is for the reputation powers and the other thread is for the new slot system, but I think many people posting will ignore this difference.
Sensor Targeting Assault
The tooltip says:
Sensor Targeting Assault
Weapons Offline to Target on Critical Hit Passive
You will render your target's weapons offline when you land a critical hit in space combat, as long as this effect is active. A successful critical hit will consume the effect temporarily, which will refresh 20 seconds later.
While effect is active: Next outgoing Critical Hit will apply Weapons Offline for 4 sec, which consumes the effect. Refreshes 20 seconds later.
What happens when multiple attackers with "Sensor Targeting Assault" shoot the same target? Can the target's weapons be disabled more than once in a 20-second period? If you clear the first weapons-offline with Engineering Team or Science Team, can the effect immediately be reapplied by another attacker?
If you have time, please visit this thread, where a few of us are trying to figure out how these new passives work.
The one thing I looked forward to when I reached 50 on any of my toons was unlocking ALL the passives so i could at least have that while grinding for gear. Sure, now you can slot passives that are on the same tier, but now I feel that my time obtaining all these nice passives was completely wasted. The Reputation passive change was never as difficult as parties make it out to be. This change has disenchanted many others as well as myself.
A big change for you now is that you will get access to a new piece of Mark XII gear each tier. And I think you don't need to unlock anything in the reputation store anymore either, or am I misremembering?
Not to forget all the gear boxes you acquire for completing reputation projects.
That means you get benefits more quickly.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Just a few quick questions regarding the set items:
- Will old items be changed or stay the same?
- If they stay the same, can we trade them in for the new version?
- If MK X and XI are removed (all reputation sets), can we upgrade the ones we have? Like Borg Set MK X into MK XII?
- I am happy about the changes to the Nukara set, but I still have the feeling that there is something missing. Compared to the other sets, it feels, as stated by others already, too specialized for the fight against tholians. How about x % more tetryon dmg as additional set bonus or more chances for refracting weapons to refract (I hope this is kind of english)? Or some synergy with the T5 Nukara rep skill so this one gets higher range or more chances to refract.
I have to say, the traits UI is a step back ... the old one I knew what I had and what I could pick and now its a mess were I have "checkbox" to say of what of that long list I actually have, its a pain to navigate.
Plus I dont like Reputation passives deciding to add themselves, I removed them and they added themselves back in.
It really reminds me of something my 2 yr old nephew would design. Certainly doesn't fit in with anything else..
And traits swapping themselves is annoying to say the least.
I like that the passives got updated. Although a few are still a bit lackluster. What i don't like is that i'm forced to use 4 space, 4 ground and 4 active. That's 12 total. Previously this was 8, 8 and 4. If we added another rep as we're doing that would have increased to 10, 10, and 5. Why are we limited to just 4, 4, and 4. All this rep grinding and i can only use 4 space and 4 ground and 4 active? I just don't get it. I'd like to have at the barest minimum 6, 6, 4. With 8, 8, 5 being my preference.
Omega graviton Amp always sticks out as being total TRIBBLE. Even doubling it's damage vs Borg it's still TRIBBLE. Hit for 751 before and now it'll hit for 1502 vs borg. At max this was 150dps and now it's max is 300 dps vs borg. That's using a Fire at Will beam boat with aux to bat for the highest amount of hits per second. A ship doing 30k dps that's a 0.5% gain and a 1% gain in dps vs Borg. You will not see any of my ships using that skill.
And Trait swapping needs to have a cooldown or only be able to swap traits from certain areas like ESD for example. We certainly don't want to see this exploited and i'd rather we be preemptive or proactive. That's what this test server is for.
Just a few quick questions regarding the set items:
- Will old items be changed or stay the same?
- If they stay the same, can we trade them in for the new version?
- If MK X and XI are removed (all reputation sets), can we upgrade the ones we have? Like Borg Set MK X into MK XII?
- I am happy about the changes to the Nukara set, but I still have the feeling that there is something missing. Compared to the other sets, it feels, as stated by others already, too specialized for the fight against tholians. How about x % more tetryon dmg as additional set bonus or more chances for refracting weapons to refract (I hope this is kind of english)? Or some synergy with the T5 Nukara rep skill so this one gets higher range or more chances to refract.
"Q: I have an Mk X, Mk XI or blue item that is awarded from a project that is being retired. Will I lose that item?
A: No. Only projects are being retired, the items they award will not be. This means youll keep any items youve earned."
"Q: I have some pieces from one of item sets that are receiving improvements. Do I have to run another project to get the improved version?
A: No. Your items and any affected set bonuses will automatically be improved."
"Q: I have a Mk X or Mk XI version of an item that belongs to a set that is being improved, will my set be improved as well?
A: No. Most older item sets have separate set bonus item requirements. So, if you own a Mk X or Mk XI item set that has an improved Mk XII version, it will likely not receive improved set bonuses."
You have two official feedback threads for the reputation revamp. I suppose this thread is for the reputation powers and the other thread is for the new slot system, but I think many people posting will ignore this difference.
It does make it somewhat difficult as a player to follow. I mean, well...
Please post all bugs and feedback on this thread for the newly revamped Trait and Reputation Powers System on Tribble.
If that's all one looked at, then one might end up posting in either of the threads without regard for the other thread - or - if one didn't see the other thread, they may not have seen what came next...
The first thread lists the actual Rep Traits/Passives. The second thread lists the changes to the system of selecting Rep Traits/Passives.
Yet, both threads are discussing both topics.
Needless to say, there's also countless other threads out there still discussing the "System" as well...meh.
edit: Yes, I had to lol at the post that followed this one (please note if it gets moved/changed, it was a funny post that was the perfect example of what this post was saying)...
Feedback huh? When will you learn Cryptic NOT to mess with what people have already worked hard for and earned?
So new level 50 Captains whined and complained about not having what longer term 50's have. There is a simple matter of fact life reply. You want what the big boys have? Put in the grind THEY DID AND EARN IT! Taking away/limiting/nerfing what people already worked hard to earn is an unnecessary penalty for putting in the grind.
After this releases to Holodeck one will have to ask ourselves.... WHY BOTHER?
during testing we can not see any change what so ever to the massive power creep going on.taking the earned traits did not affect it at all as we were told it would. as a matter of fact with the proposed nerf to the borg set aux2batt will be even more powerful.geez wish I had better news but the numbers don't lie only the people feeding us this TRIBBLE
during testing we can not see any change what so ever to the massive power creep going on.taking the earned traits did not affect it at all as we were told it would. as a matter of fact with the proposed nerf to the borg set aux2batt will be even more powerful.geez wish I had better news but the numbers don't lie only the people feeding us this TRIBBLE
Question: did you know that what is on Tribble currently is only a work-in-progress? Give the devs some time to fine tune what they want out of this change, and you'll see the difference after that's done (before it goes live on Holodeck).
normally im not a person who gets in the way of change but in this case I must..
leave the rep system alone...its fine as it is.
I see no need to make new players on par with long timers...that's what inspires them, to one day be the same as the best players.
whats the point of doing all the rep system if now you have to choose only 4 from ground and 4 for space.:mad:
if Cryptic wants to put a limit on the traits then stop adding to the rep system. keep the 5 we have and find something new.
Comments
At the moment, the set bonus is only useful when fighting Tholians. A direct comparison would be the Adapted MACO two piece set bonus and the Nukara two piece set bonus. The Adapted MACO set bonus gives +8.8 Auxiliary Power, +25% base torpedo damage, and slowly repairs dead crew. All the Nukara two piece set bonus does is repair disabled weapons after 3 seconds. The only time weapons are going to remain offline for 3 seconds is when fighting an enemy spamming weapon offline attacks. I understand, weapons are too powerful to add a set that makes them totally immune to disable, but the set bonus needs something that isn't extremely situation in order to get players using it.
On the topic of the Nukara three piece bonus, could it please be re-balanced around a two minute cooldown? I understand if the damage needs to be scaled back, but it is a significant detriment to the set's use when Mask Energy Field (Adapted MACO), Gravitic Anchor (Omega Force), and Heavy Graviton Beam (MACO) all have two minute cooldowns.
As for the Nukara shield, would it be possible to consider dropping the Tetryon and Radiation resistance down to 10% while adding +10% All Energy Damage Resistance to the shield? At the moment, this is the only Resilient Shield array that is part of a set which does not have a +10% All Energy Damage Resistance modifier. As a result, it is significantly less versatile than the MACO, Solanae, or Jem'hadar Shields. It would actually be quite nice if all reputation system shields got +10% All Damage Resistance. Naturally the would need a reduction in their specific resistances, but it would be a good change overall. Many players enjoy using the same set in multiple pieces of content, but the space gear is much less useful in that regard.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Advanced Targeting Systems
Omega Weapon Training
Precision
Enhanced Shield Penetration
so will make alts easier now i guess as there is no point to fully grind them out excepted omega for the ship sets
i also have zero desire now to even do the undine as what's the point now? it's tier 5 power does not interest me neither do any of the the lower powers (maybe one of the tier 4 powers but meh) and none of the sets so far peak my interest.
the only thing that made me grind out the others was the powers only reason now that's gone
You know when it goes live that they are going to say it was a huge success with overwhelming excitement about it from the community. Although most people who claim to like it then retract their statements after realizing what is going to occur when they loose a majority of what they grinded so long for. The Cryptic motto... We giveth to grind and we taketh away and request you grindeth some more.
Advanced Targeting Systems: This will be one of the standard more dakka 'cookie cutter' selections.
Active Hull Hardening: Far too situational by the time the bonus is significant enough to warrant it's selection the battle is likely already lost. Perhaps if it added temporary HP with an internal cool down it would be more desirable.
Tactical Advantage: While -DR is always good their are already many ways to get it that are always active. I doubt I will use it and don't have any good suggestions for improving it. Perhaps a heal debuff would make it viable for PvP?
Fortified Hull: Still too low of an increase to warrant a pick I don't think. 10% would be much better but eh.
Enhanced Shield Penetration: Of situational use in PvE and possibly too strong for PvP but I'm not too sure on that.
Auxilliary Power Configuration Defense: Without hard numbers I can't say too much about this other than my torp boats and Vesta cannot wait.
Auxilliary Power Configuration Offense: Without hard numbers I can't say too much about this other than my torp boats and Vesta cannot wait.
Hull-Repairing Nanites: I can actually see a few of my ships carrying this especially post borg set nerf but time will tell. I like passive healing especially on hull as I tend not to carry much of it.
Omega Weapon Training: This just screams must have pick. Effects sci abilities and weapons and is in the ability category instead of equipment. Very good for more dakka cookie cutter.
Omega Graviton Amplifier: I just wish the damage of the proc scaled in some way. It doesn't seem to be effected by anything. I may take it on toons that don't pack torpedoes just to have some form of kinetic but other than that not sure if it stacks up to the others.
Superior Shield Repair: Passive repair is always good. If I take a defensive trait it will be this or the nanites. Shield regen is very under valued by the community though even with how strong it is so opinions may vary.
Precision: The 3rd of the cookie cutter dakka traits, I'll be taking it.
Enhanced Shield Systems: Not too appealing for PvE to me depending on how it stacks but I can see PvP fans grabbing it.
Rom Tier 4 Defense: No opinion
Rom Tier 4 Offense: Can see the appeal for a shut down build but wonder how many NPCs will be borderline immune, how it will scale with decompiler skill if at all, and how hard subsystem repairs counters it. Might be extremely annoying or extremely pointless depending upon those answers in PvP.
Conclusion:
Advanced Targeting Systems, Omega Weapon Training, and Precision will be my first 3 picks on most toons plus one utility selection of Hull-Repairing Nanites, Omega Graviton Amplifier, or Superior Shield Repair.
Sadly while a few of the traits did compete well with their alternate selection with this new system some are flat out more useful than others. Many are very situational which I guess might not be considered a bad thing.
Additionally I must once again add my opinion that removing all actual vertical progression or power creep from completing reputations will negatively impact the desire or enjoyment from taking part in them.
Finally, just to put it in a post I predict the next fleet holding will allow +1 space and +1 ground reputation trait slot, so I later quote myself
*edit addon*
If you want to worry about balance please nerf Plasmonic Leech console. +16 power to all 4 subsystems at the cost of one console plus reducing your targets is one of the main reasons some ships can put out stupid high amounts of damage. It is a much larger contributor of power disparity between fresh VAs and Vets than rep traits.
Yeah its the base stats of ships & items. The proposed increase on these just amplifies what the people who still will be playing will have so indeed it will be wider. The other factor with the so called power creep is the science ship issue will be addressed with the sensor analysis issue. The kicker of it too all the non 5 fore weapon and 5 tactical console fed ships, (none of those in the kdf except for the mogh), and then romulan only have a few available on the science front as well as kdf. Which these mentioned are the base stats these rep powers are multiplying onto. So indeed your statements are correct it just increases the gap and makes us rage at losing what we grinded for lol.
The overall problem is they want people to buy older ships as is so if they love them because most of it is a canon love for a specific ship or ships they want to use that are inferior to the newer mold ships. So instead of creating or modifying old content and doing actual work they are just going to try to nerf something and make a growing problem even worse.
HP is nice to soak the initial damage, but HPS is needed to help offset DPS. Boosting HPS will make the HP traits more attractive.
The +HP rep traits seem weak as is. Please consider buffing heal skills too.
If anyone is using Rom T4 skill that sends weapons offline this set will help. But it only reduces the effect of it by 1 second, so questionable even then.
Versus the rom rep skill it should be a 1-2 second wait, not 3.
And yeah, outside that situation and Tholians, it's pretty useless.
Players have done a lot of grinding in the Rep system for some time and earned their passive /active skills.. it was hard work... so I guess it's only fair to strip them of all that and give them less skills than they used to have... all that work should be rewarded by a good shafting after all.
Ok... so some of it sounds good... but just giving everyone free access??? of are you going to make us all RE-Grind to get back the skills we already earned?? and what of the ones who never earned these skills in the first place??? how much are we hard working grinders going to be reimbursed??? Nothing at all??
and as a side note.. I used to play.. and love City of Heroes.. paid a regular monthly due... had a blast.. then it went free... F2P players hated not having the perks P2P players already had... sooo.. they ... Fixed that... and then fixed some more.. and then some more... and then all the long time players quit.. and then the not soo long players.. then everyone who mattered... and then City of Heroes quit.... R.I.P. fix too much that doesn't need fixing... you fix yourself into your own grave.... .. don't kill STO with overdone unwanted or improperly thought out fixes.
The one thing I looked forward to when I reached 50 on any of my toons was unlocking ALL the passives so i could at least have that while grinding for gear. Sure, now you can slot passives that are on the same tier, but now I feel that my time obtaining all these nice passives was completely wasted. The Reputation passive change was never as difficult as parties make it out to be. This change has disenchanted many others as well as myself.
If the Reputation system was so bad that it needed a revamp, then why not just REMOVE the traits and have the game as it was prior to when the system was added two years ago? This would completely remove the complaints of new level 50's since nobody would have special, powerful traits. Not to mention this would bring balance back by removing an unbalanced system. As i see it now, people WILL find the "ideal" trait combination and then the revamp will have been for naught.
Since more reputations are clearly going to happen, the 4-slot limit will not be enough with all the traits that will inevitably be released. Either allow us 8 passive slots so the people who have spent an ungodly amount of time grinding their reps for the passives can KEEP their skills without feeling betrayed, or outright remove the passives so there is no "power creep" and keep the final active powers.
I can't speak for others, but I did not spend the past two years of my life on this game grinding end-game reputations to have my hard work and efforts stripped from me.
http://us.battle.net/d3/en/blog/13020718/reaper-of-souls%E2%84%A2-first-look-paragon-20-2-21-2014
This is a link to an announcement about the paragon 2.0 system for diablo 3. This system allows max level characters to continue to gain experience and still progress, albeit very minorly, and improve their character's power level.
The system was added for a very important reason. Because players like progression systems. It improves player retention as it gives them a reason to play and rewards them for continuing to play.
Reputation in STO used to fill this purpose, it no longer will. I know it is a bit of an apples to oranges but please I beg you devs, learn from blizzard's original mistake. Do not repeat it in your game. Players like to progress and increase in power even if it is tiny. The lack of that in your game will hurt retention.
I'm testing now on Tribble with the revamped Borg missions and I would reconsider getting rid of Rotating Weapon Frequency. With some of the mobs you put in, I was adapted in about 3-5 shots and had to wait for my remodulator cooldown. Either keep the trait or remove the cooldown on all remodulators.
Dyson
T2 Advanced Hull Reinforcement: the +10 damage resistance being applied here is subject to both diminishing returns of hull damage resistance and shield damage reduction in the actual calculation to determine the damage resistance that is applied.
dragonsbite figured out that it was being calculated using the standard shield damage reduction formula (I usually point to mancom/hilbert's post for it).
Basically, the +10 is 9.082% DR.
Say you're starting with 28.5% DR.
To calculate the end DR, you're looking at: 1 - ((1 - 0.285) * (1 - 0.09802))
In this case, it's an increase of 6.5% DR.
If you're starting with 26.2%, it takes you to 32.9%; an increase of 6.7% DR.
So not only are you not getting the +10, but the amount you're actually getting will get smaller and smaller as it is subjected to diminishing returns based on the actual amount of DR you have.
If you had 0 DRR and thus 0 DR, the previous bonus of +5 provided you with 4.761% DR. If you have 0 DRR and thus 0 DR, the new bonus of +10 provides you with 9.082% DR. As you can see, even though it's gone from +5 to +10; you're not receiving double the bonus you were receiving before...and again, that's only if you've got 0 DRR/0 DR to start with...
The mechanics for this - well, without an understanding of them - this particular Trait is highly misleading (even understanding them, it's misleading - but at least you can see how it got to where it did).
T2 Advanced Targeting Systems: straightforward doubling of the Crit Severity bonus previously provided (+10% to +20%).
T4 Tactical Advantage: appears unchanged based on tooltip modification to weapons.
T4 Active Hull Hardening: believe there was a dev post about how this wasn't working properly, is now working properly, so that would basically be the change for it (50% to 75%, I believe is what the post said).
New Rom
T2 Precision: an increase from 3% to 5%...leaves me wondering just why there is no standardized ratio for CrtH and CrtD.
Weapon Mods sport a 1:10 ratio (+2% CrtH vs. +20% CrtD)
Advanced Tac Consoles sport a 1:5 ratio (+1.6% CrtH vs. +8% CrtD)
Precision/Advanced Targeting Systems previously sported a 1:3.333 ratio (+3% CrtH vs. +10% CrtD)
Precision/Advanced Targeting Systems now sports a 1:4 ratio (+5% CrtH vs. +20% CrtD)
T2 Enhanced Shield Systems: adds +10% modified base shield capacity (the amount is not modified by skills/gear - though it is modified by the ship's shield modifier). The previous bonus of +30 Starship Shield Systems provided a boost of +9% base shield capacity. This is only an increase of 1%...er...um...?
Like hull below, the effective shield capacity will be affected by shield damage reduction. As it is calculated from the modified base (the amount of base after the shield modifier), ships with a higher shield modifier and higher shield damage reduction will benefit the most from this.
For example (regarding the shield modifier)
KHG shields
Fleet T'varo (0.99 shield mod) from 11237 to 12072; an 835 difference reflecting the 0.99 modified base
Ha'nom (1.3 shield mod) from 14249 to 15345; a 1096 difference reflecting the 1.3 modified base
Another item that will require some understanding of the mechanics and will likely be misleading when the person doesn't get their +10%.
Also again, what's up with only a 1% increase?
T4 Emergency Secondary Shielding: this shows a 600 heal in the list from normal space but 1800 heal when slotted. Switching ships (different shield mod) changing gear (increased Shield Systems) does not adjust either number. Without testing, can't tell which value is actually applied. (Though, in looking at the T4 Omega Superior Shield Repair - the 600 might be a ground value showing regardless of location.)
Nukara
T2 Fortified Hull: adds +7.5% base hull (the amount is not modified by skills/gear). Then again, the previous +5% was base hull that was not modified either. Ships with a higher base hull will receive a greater benefit from this trait.
Keep in mind, the effective health aspect, eh?
For example, on a Fleet T'varo with a base hull of 29,700 this is adding ~2227.5 hull - system rounds it up to 2228. With that base 28.5% damage resist from earlier, it's effectively adding 3116 hull.
So with a combination of the actual base hull and the amount of damage resist one is sporting, the actual value of this trait can vary greatly.
Again something that will require some understanding of the mechanics behind it...as well as the potential for it to be misleading. Folks thinking they're getting +7.5% hull compared to what they've already got...are going to be disappointed.
T2 Enhanced Shield Penetration: still leaves projectiles high and dry. /cough /grumble
T4 Auxiliary Power Configuration - Defense: okay, this one is going to be a little complicated to look at.
@125 Aux, it states it provides 12.5 Energy/Kinetic DRR and +6.2% Hull Health/Shield Cap.
It's standard DRR. Drop it in the formula as usual and watch the diminishing returns eat it.
The +6.2% I presume is meant to be calculated off of base hull and base shields, but the actual value appears to be +6.25252525252etcetc, so it's actually a little more than that.
Previously APC-D provided +25 to three skills...Hull Plating, Structural Integrity, and Shield Performance. So there was Energy DRR, some Hull Health, and some Shield Damage Reduction/Shield Regeneration.
@125 Aux, that meant +3.75 Energy DRR, +7.6% base Hull, and somewhere between 2-3 Shield Power (not going to do the calculations for Resist/Regen for that piddly amount).
All in all, it appears to be a somewhat well-rounded boost.
T4 Auxiliary Power Configuration - Offense: another fun and somewhat complicated one to look at, eh?
Previously with APC-O, @125 Aux you got a +25% weapon Base Damage boost. The tooltip states that @125 Aux, this is a +37.5% All Damage boost and a +3.8% Accuracy boost.
That tooltip's only going to lead to more confusion. It's a Base Damage boost. Typically, "All Damage" boosts are not Base. Things like APO/APA...heck, even the new Omega Weapon Training - with the All comes the assumption of it not being Base. This boost is a base boost.
So @125 Aux, we've gone from +25% base to +37.5% base and picked up +3.8% Accuracy in the process.
But uh, VD, it says All - so even though it's Base - is it affecting non-weapon damage too? Yep...it's boosting non-weapon damage as well. Time for some Aux boosting doubledipping!
Omega
T2 Omega Weapon Training: well then, hrmm, okay. This has gone from a +15% weapon base damage boost to a +10% non-base boost to All Kinetic and All Energy Damage.
It's no longer just Weapon damage. It's boosting the kinetic damage from Sci Abilities as well. It's boosting Energy damage from any source as well - it even boosts the Tet Cascade damage by 10%. That's a significant change. Given the wording of the tooltip, it appears intentional. As such, may want to change the name of the Trait - since it's no longer just Weapon damage. Omega Combat Training? Meh, dunno.
Also as noted, this has gone from base to non-base damage. A quick 'n rough example using a somewhat standard breakdown of damage calculation.
***BEFORE***
VR Photon Torpedo Mk XII
Base: 1352
+VR: +101.4 = 1453.4
+Mk XII: +1622.4 = 3075.8
+9 Weapon Training: +669.24 = 3745.04
+9 Projectile Weapons: +669.24 = 4414.28
+4x ATVx Photon Consoles: +1725.152 = 6139.432
+Omega Weapon Training: +202.8 = 6342.232
***AFTER***
VR Photon Torpedo Mk XII
Base: 1352
+VR: +101.4 = 1453.4
+Mk XII: +1622.4 = 3075.8
+9 Weapon Training: +669.24 = 3745.04
+9 Projectile Weapons: +669.24 = 4414.28
+4x ATVx Photon Consoles: +1725.152 = 6139.432
+Omega Weapon Training: *1.1 = 6753.3752
That's a ~411 difference. The more additive modifiers for base damage one has, the greater the value of the new Omega Weapon Training will be.
Don't forget for Energy Weapons, you'll be looking at the WeapoN Power modifier as well. Speaking of which, I guess that's the easiest way to put it. This is basically like the +10% from EPtW1...only it not only affects Energy Weapon Damage, it affects all Energy Damage as well as all Kinetic Damage.
Not sure how this will not end up being part of almost every build that's looking at doing some damage.
The formula for figuring out damage as I kind of shortcutted above, is easy enough to find out there - I first got it from bareel and couldn't even guess how many times I've reposted it out there. I'd link one of them, but I'm kind of being lazy - this is cutting into my grind time on Holo - and this is taking way longer than I had anticipated...meh.
T2 Hull-Repairing Nanites: can't remember for the life of me what it is on Holo, but with it being 1% of max (that's max, not base - so it's your hull after all your little modifiers) this is something where ships with higher hull values will see larger passive regen than ships with lower hull regen. It's 1% max/3s.
30000 hull = 300/3s
50000 hull = 500/3s
75000 hull = 750/3s
It's double that out of combat.
Got to say, it's a damn nifty tooltip. Straightforward, explains it - nice tooltip.
note: Happened to go back to Holo to check something else, so this went from 10%/60s to 1%/3s...basically doubling it, eh?
T4 Omega Graviton Amplifier: this has not changed according to the tooltip nor any modifications it makes to other tooltips when slotted.
T4 Superior Shield Repair: in the list of available trait, this is listed as 7.6 shield regen while when slotted it's providing 400 (* shield mod) per 6 seconds. On Holodeck, this lists as 12.7 on the ground for me (STOwiki has it as 4.6) and 262.5 (* shield mod) in space.
Kind of um...hrmm...trippy tooltip thing going on there. But it's ~150% of what it was before, eh? Didn't test, even though I know there's all sorts of folks that would love to shoot at me. :P
T4 Sensor Targeting Assault: well, outside of the name being odd for its new function - have to wonder how this is going to work out. Does not appear to be affected by Decomp (or it's just rounding so I can't see if it is - this guy doesn't have that much). Probably affected by Subsystem Repair, which will reduce the 4s. Appears to be player locked, as in the shooter can only trigger it every 20s.
Which begs the question of how many times can it be triggered by multiple shooters? Could five folks shooting at somebody trigger this multiple times? Does it stack duration? Refresh duration? Is there any sort of lockout period on it? Questions, questions...
**********
I didn't look at the Counter-Command stuff...maybe later.
Commanding Officer: Captain Pyotr Ramonovich Amosov
Dedication Plaque: "Nil Intentatum Reliquit"
i just takes less work to get there as most of these are at T2 except the T4 nukara aux to weapon
Tier 2 Dyson (+20% critical damage), tier 2 Romulan (+5% critical hit chance), tier 2 Omega (10% damage) and tier 2 8472 (+3% accuracy on activation of a tactical boff power).
Floating in orbit of ESD (this build, 125 wep, no boff/other abilities active):
Holodeck:
1474 DPS - Elite Fleet Dual Heavy Phaser Cannons Mk XII [acc]x2 [dmg] (tooltip)
19.3 - CrtH
86.8 - CrtD
Tribble (with above rep traits spec'ed, shield penetration used as an non-boosting placeholder):
1537 DPS - Elite Fleet Dual Heavy Phaser Cannons Mk XII [acc]x2 [dmg] (tooltip)
21.3 - CrtH
96.8 - CrtD
Anyone else see a problem? Every new person will be told, don't grind past tier 2 of a given rep if you only ever plan on doing PvE. The only advantage of going all the way to tier 5 will be active powers. But none of them are that good.
So this change means more DPS which is more powercreep. And future reps will have to be better than previous reps so that people actually grind them. This change does little to actually address the disparity of power between vets and new players.
Finally, for PvP's sake, please make it so players cannot switch rep passives at will in any zone where PvP combat takes place. This system will be the newest exploit. If you, the devs, felt that switching consoles was a problem, then surely this constitutes a similar problem.
Sensor Targeting Assault
The tooltip says:
What happens when multiple attackers with "Sensor Targeting Assault" shoot the same target? Can the target's weapons be disabled more than once in a 20-second period? If you clear the first weapons-offline with Engineering Team or Science Team, can the effect immediately be reapplied by another attacker?
If you have time, please visit this thread, where a few of us are trying to figure out how these new passives work.
Not to forget all the gear boxes you acquire for completing reputation projects.
That means you get benefits more quickly.
- Will old items be changed or stay the same?
- If they stay the same, can we trade them in for the new version?
- If MK X and XI are removed (all reputation sets), can we upgrade the ones we have? Like Borg Set MK X into MK XII?
- I am happy about the changes to the Nukara set, but I still have the feeling that there is something missing. Compared to the other sets, it feels, as stated by others already, too specialized for the fight against tholians. How about x % more tetryon dmg as additional set bonus or more chances for refracting weapons to refract (I hope this is kind of english)? Or some synergy with the T5 Nukara rep skill so this one gets higher range or more chances to refract.
cheers
It really reminds me of something my 2 yr old nephew would design. Certainly doesn't fit in with anything else..
And traits swapping themselves is annoying to say the least.
Omega graviton Amp always sticks out as being total TRIBBLE. Even doubling it's damage vs Borg it's still TRIBBLE. Hit for 751 before and now it'll hit for 1502 vs borg. At max this was 150dps and now it's max is 300 dps vs borg. That's using a Fire at Will beam boat with aux to bat for the highest amount of hits per second. A ship doing 30k dps that's a 0.5% gain and a 1% gain in dps vs Borg. You will not see any of my ships using that skill.
And Trait swapping needs to have a cooldown or only be able to swap traits from certain areas like ESD for example. We certainly don't want to see this exploited and i'd rather we be preemptive or proactive. That's what this test server is for.
http://community.arcgames.com/en/news/star-trek-online/detail/3038363
"Q: I have an Mk X, Mk XI or blue item that is awarded from a project that is being retired. Will I lose that item?
A: No. Only projects are being retired, the items they award will not be. This means youll keep any items youve earned."
"Q: I have some pieces from one of item sets that are receiving improvements. Do I have to run another project to get the improved version?
A: No. Your items and any affected set bonuses will automatically be improved."
"Q: I have a Mk X or Mk XI version of an item that belongs to a set that is being improved, will my set be improved as well?
A: No. Most older item sets have separate set bonus item requirements. So, if you own a Mk X or Mk XI item set that has an improved Mk XII version, it will likely not receive improved set bonuses."
It does make it somewhat difficult as a player to follow. I mean, well...
Official Reputation Revamp Feedback Thread
Official Revamped Trait and Reputation Powers System Feedback Thread
If that's all one looked at, then one might end up posting in either of the threads without regard for the other thread - or - if one didn't see the other thread, they may not have seen what came next...
The first thread lists the actual Rep Traits/Passives. The second thread lists the changes to the system of selecting Rep Traits/Passives.
Yet, both threads are discussing both topics.
Needless to say, there's also countless other threads out there still discussing the "System" as well...meh.
edit: Yes, I had to lol at the post that followed this one (please note if it gets moved/changed, it was a funny post that was the perfect example of what this post was saying)...
So new level 50 Captains whined and complained about not having what longer term 50's have. There is a simple matter of fact life reply. You want what the big boys have? Put in the grind THEY DID AND EARN IT! Taking away/limiting/nerfing what people already worked hard to earn is an unnecessary penalty for putting in the grind.
After this releases to Holodeck one will have to ask ourselves.... WHY BOTHER?
leave the rep system alone...its fine as it is.
I see no need to make new players on par with long timers...that's what inspires them, to one day be the same as the best players.
whats the point of doing all the rep system if now you have to choose only 4 from ground and 4 for space.:mad:
if Cryptic wants to put a limit on the traits then stop adding to the rep system. keep the 5 we have and find something new.