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Damage modifier not applying

kreenklopskreenklops Member Posts: 45 Arc User
edited March 2015 in PC Gameplay Bug Reports
Hello,

I just stumbled over this.

In the screenshot below you can see the stats of two uncommon Tricobalt Mine Launcher Mk X, one has a [Dmg] modifier and the other one has a [CrtD] modifier. While the [CrtD] modifier is listed in the stats (+20% Critical Severity), damage for both is the same, so the [Dmg] modifier obviously does not apply.

http://s1366.photobucket.com/user/Khandalf/media/Star%20Trek%20Online/Bugs/Bug004_zpscf6e84cb.png.html

I hope these reports help improving the game further.

Bye!
Post edited by kreenklops on

Comments

  • umfutuumbeleumfutuumbele Member Posts: 3 Arc User
    edited October 2014
    Unfortunately the problem already reported is still present.

    How to replicate:
    Select 2 Mine Launchers: one without [Dmg] and one with with [Dmg]
    - same damage type
    - same Mk Level
    - same rarity level

    Both will show the same kinetic damage.


    Any type will do, since the problem is present on all versions of Mine Launchers:
    for example Plasma, Transphasic, Tricobalt, etc
    Indication: specific mine launcher type irrelevant - all types affected.

    The problem is present in Uncommon, Rare, Very rare, etc.
    Indication: specific rarity level not relevant to problem.

    Checked on several different Mk Levels: problem present on all of them.
    Indication: Mk Level not relevant to problem.

    Note:
    this problem doesn't exist for ground weapons, beams, cannons, torpedoes.

    Unknown:
    Is this a descriptive documentation defect or an Item functionality defect?

    Unknown and possibly red herring:
    is the Mines segregation from Weapons in the Exchange an indicator of where the problem originates?
  • smokeybacon90smokeybacon90 Member Posts: 2,252 Arc User
    edited October 2014
    The problem is that unlike every other weapon, mine launchers simply spawn mines of a fixed level, as can be seen on the tooltip. The damage of these mines is determined by the level, not the modifiers of the launcher. It would be just as pointless to put a [Dmg] mod on a ground turret for example.
    EnYn9p9.jpg
  • umfutuumbeleumfutuumbele Member Posts: 3 Arc User
    edited October 2014
    I disagree.

    you don't spawn mines without a mine launcher - which is a physical item.

    An engineer spawns turrets as he pleases based on his skill selection.

    Thus your example is irrelevant.

    Torpedoes are of the same damage type and a kinetic weapon just like mines - but torpedoes have [Dmg].

    Not to mention the fact that [CrtD] or [CrtH] seems to working on mines.

    Only the [Dmg] isn't.
  • darkknightucfdarkknightucf Member Posts: 1,546 Media Corps
    edited March 2015
    Interesting to see that this issue existed for at least this long. Add to that that Torpedo Barrage and Concentrate Firepower do not function properly for this weapon.

    http://sto-forum.perfectworld.com/showthread.php?t=1393881
    @Odenknight | U.S.S. Challenger | "Remember The Seven"
    Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
    Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
    "A good weapon and a great strategy will win you many battles." - Marshall
    I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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