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Aux to batt/Autonomous Regeneration

sethagornsethagorn Member Posts: 0 Arc User
I've done several advanced searches and have not had success in finding a thread relating to this.
Although, I'm sure there has to be, I just can't seem to find it.

I'm just curious as to why Autonomous Regeneration is being "Balanced" and "Aux to Batt" is not. I think they are both just as broken. The only thing allowing Aux to Batt to work is being able to equip 3 of the Purple Technicians.

When we all know full well that most doffs have a limit on how many can be placed on active duty, yet you can stack these doffs. In my opinion this makes Aux to batt perform in ways that it was never intended.

I gather from all the buzz going around that the future plans for Star Trek Online is to add more PvP content to the game. If this is the case then Aux to Batt needs to be balanced as well.

Thanks for reading.
Post edited by sethagorn on
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  • nobletnoblet Member Posts: 0 Arc User
    edited April 2014
    sethagorn wrote: »
    I've done several advanced searches and have not had success in finding a thread relating to this.
    Although, I'm sure there has to be, I just can't seem to find it.

    I'm just curious as to why Autonomous Regeneration is being "Balanced" and "Aux to Batt" is not. I think they are both just as broken. The only thing allowing Aux to Batt to work is being able to equip 3 of the Purple Technicians.

    When we all know full well that most doffs have a limit on how many can be placed on active duty, yet you can stack these doffs. In my opinion this makes Aux to batt perform in ways that it was never intended.

    I gather from all the buzz going around that the future plans for Star Trek Online is to add more PvP content to the game. If this is the case then Aux to Batt needs to be balanced as well.

    Thanks for reading.

    The borg set bonus has always been that way, it's been considered "good" by the player base, but complained about by anyone on either attacking or defending side, except Cryptic. Not sure why it's nerfed for no reason.

    A2b is the most whined about setup, and dev has already admitted that it was an oversight and not working as intended. Not sure why it's not nerfed.
  • wolverine595959wolverine595959 Member Posts: 726
    edited April 2014
    noblet wrote: »
    The borg set bonus has always been that way, it's been considered "good" by the player base, but complained about by anyone on either attacking or defending side, except Cryptic. Not sure why it's nerfed for no reason.

    A2b is the most whined about setup, and dev has already admitted that it was an oversight and not working as intended. Not sure why it's not nerfed.

    If you go by cryptic Borg heal is not technically getting a nerf more like an adjustment to what it was supposed to be. Apparently the code for it looks at a ships hull modifier for healing so for larger ships it was healing a lot more than it should have.
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  • saeynsaeyn Member Posts: 0 Arc User
    edited April 2014
    If you go by cryptic Borg heal is not technically getting a nerf more like an adjustment to what it was supposed to be. Apparently the code for it looks at a ships hull modifier for healing so for larger ships it was healing a lot more than it should have.

    The Autonomous Regen Sequencer always out-heals all of my active heals on my Oddy, according to the combat log parser... by a good amount. It'll be interesting to see how much of a reduction in healing the "fix" is. I am wondering if it will increase the value of the Dyson or Solanae 2 piece set vs the Borg set. As it stands now, there's no reason for me to switch away from my 2 piece Borg set... But if it's a significant nerf to the regeneration sequencer I may look at something g different.
  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited April 2014
    Here is what adjudicatorhawk actually said about technicians and the Autonomous Regeneration Sequencer. If I'm not mistaken, both technicians and the Autonomous Regeneration Sequencer predate adjudicatorhawk's employment at Cryptic. So while his comments may reflect Cryptic's current views, they may not represent Cryptic's view in the past.

    When people say something is "not intended", they often fail to distinguish between the following cases:

    (a) bugs
    (b) loopholes
    (c) correct, but unbalanced, mechanics

    According to adjudicatorhawk, the change to the Autonomous Regeneration Sequencer was a bug fix; they found a mistake in the code and corrected it. I don't think anyone can reasonably argue that technicians have a bug; they reduce cooldowns on boff abilities by the amount indicated in the tooltip. (Cryptic sometimes uses percentages incorrectly. I haven't checked to see if they use percentages correctly in this case.) Some people may argue that stacking 3 technicians is a loophole. But I think that argument is tenuous, because if they never intended for technicians to stack, they could have just made the stacking limit 1, as is the case with many other doff specializations. The only reasonable argument one could make is that technicians fall into category (c).
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  • saeynsaeyn Member Posts: 0 Arc User
    edited April 2014
    Sorry I don't mean to put scare quotes around "fix." If the code was broken and double dipping on the healing percentage, then they should fix it... I will just have to wait and see if it causes me to need active healing considerably more often. 6 points in threat control and a +threat embassy console might also be contributing to how much damage I absorb... But I'm stubborn about maintaining a tanking role. ;-)
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited April 2014
    Apparently its between 30 and 50 percent worse.
  • architect13architect13 Member Posts: 1,076 Arc User
    edited April 2014
    If you go by cryptic Borg heal is not technically getting a nerf more like an adjustment to what it was supposed to be. Apparently the code for it looks at a ships hull modifier for healing so for larger ships it was healing a lot more than it should have.

    What is wrong with with ships with more hulls getting more healing?
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  • bitemepwebitemepwe Member Posts: 6,760 Arc User
    edited April 2014
    What is wrong with with ships with more hulls getting more healing?

    My question as well.
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  • frtoasterfrtoaster Member Posts: 3,354 Arc User
    edited April 2014
    What is wrong with with ships with more hulls getting more healing?

    My understanding is that ships with more hull are still healed for a larger number of hitpoints, but the calculation of how many hitpoints to heal had a bug. I haven't been following the discussion on the change carefully, so someone else who has can give you a more exact answer.
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  • dahminusdahminus Member Posts: 0 Arc User
    edited April 2014
    Doesn't the proc heal based on hull points? Bigger ship=bigger heal.

    The correction is that the bigger ships were healed more by a hull heal then if the same heal was popped on an escort.
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  • reginamala78reginamala78 Member Posts: 4,593 Arc User
    edited April 2014
    I just know that when I tested my Kar'fi's proc, on Holodeck it did just over 1900 per tick, on Tribble it was a little over 1000. Thats a pretty big hit, and its not like the Kar'fi is known for its thick hull.
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited April 2014
    What is wrong with with ships with more hulls getting more healing?

    The heal was apparently double-dipping, so that ships with a lot of hull didn't just get more healing, they got a lot more healing.
  • architect13architect13 Member Posts: 1,076 Arc User
    edited April 2014
    The heal was apparently double-dipping, so that ships with a lot of hull didn't just get more healing, they got a lot more healing.

    That's their story and they are sticking to it! :-)
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  • ddesjardinsddesjardins Member Posts: 3,056 Media Corps
    edited April 2014
    They tend to 'nerf' those things that are 'visible' to the developers when they review the performance metrics. This is not something you can test for with a few dozen people, but rather something that comes from hundreds of people using it (knowingly or unknowingly).

    They (the developers) act faster when we really notice it, or it 'breaks' something. Case in point Tricobalt Mines that could 1-shot a gate. It didn't take long to fix.

    The A2B issue is more nuanced. It is functioning normally for the majority of players, but it's the impact of 3x technician doffs that creates the 'unreasonably consistent' available power than enables 50K+ dps ships.

    Arguably they have the ability to restrict weapons from being affected by certain doffs. The Omega torpedo for example doesn't benefit from torpedo cd doffs (Law, etc). Removing a doff stacking or 'additional chance' however would impact the entire doff system. I suspect it's not as nuanced in they way that can change it's abilities.

    One thing is for sure - they are not randomly making changes. there is a plan, albeit one they are not sharing. With recent changes, I suspect they are finally looking at a balance strategy to be implemented over a longer period.
  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited April 2014
    The A2B issue is more nuanced. It is functioning normally for the majority of players, but it's the impact of 3x technician doffs that creates the 'unreasonably consistent' available power than enables 50K+ dps ships.

    Using 3x Technicians *is* the normal way A2B functions for the majority of players. And no, they're nowhere near pulling 50k, just for using 3 purple Technicians.

    Which is why you ppl need to stop crying nerf at every opportunity. The only thing that will happen, is that the exploiters will still do upward of 30k DPS, and the rest of us will do even worse than before.

    Way to stop the power creep, is to find and expose the exploits... and then ban those who use them.
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  • dahminusdahminus Member Posts: 0 Arc User
    edited April 2014
    meimeitoo wrote: »
    Using 3x Technicians *is* the normal way A2B functions for the majority of players. And no, they're nowhere near pulling 50k, just for using 3 purple Technicians.

    Which is why you ppl need to stop crying nerf at every opportunity. The only thing that will happen, is that the exploiters will still do upward of 30k DPS, and the rest of us will do even worse than before.

    Way to stop the power creep, is to find and expose the exploits... and then ban those who use them.

    Aux2bat isn't an exploit. It's a mechanic that removes a restriction of the game yielding huge results with little effort. A nerf swing has been needed since it made it into the mainstream
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  • architect13architect13 Member Posts: 1,076 Arc User
    edited April 2014
    dahminus wrote: »
    Aux2bat isn't an exploit. It's a mechanic that removes a restriction of the game yielding huge results with little effort. A nerf swing has been needed since it made it into the mainstream


    . . . Little effort?!? My Frommie engineer had to run the Support mission 33 times to get the 3 Tech doffs!
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  • dahminusdahminus Member Posts: 0 Arc User
    edited April 2014
    . . . Little effort?!? My Frommie engineer had to run the Support mission 33 times to get the 3 Tech doffs!

    Talking about key binding and spamming spacebar.
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  • bareelbareel Member Posts: 3 Arc User
    edited April 2014
    Its not a2b it is the ability to use cooldown reduction via doffs to gain extra boff abilities. A2b is the most visable but hardly the only way to do it. Should two damage control engineers allow a single lt cmdr boff to give 100 percent uptime on two eptx abilities? Combime that with limited viable boff abilities and you end up with what we now have. Hybrid boff layout ships vastly outperforming everything else.

    This needs to be fixed at the design core of boff ability durations quantity and cooldowns. Simply creating or modifing a few boff abilities that could not have their cooldowns reduced but were still solid options would be the best direction to go imho.
  • dahminusdahminus Member Posts: 0 Arc User
    edited April 2014
    bareel wrote: »
    Its not a2b it is the ability to use cooldown reduction via doffs to gain extra boff abilities. A2b is the most visable but hardly the only way to do it. Should two damage control engineers allow a single lt cmdr boff to give 100 percent uptime on two eptx abilities? Combime that with limited viable boff abilities and you end up with what we now have. Hybrid boff layout ships vastly outperforming everything else.

    This needs to be fixed at the design core of boff ability durations quantity and cooldowns. Simply creating or modifing a few boff abilities that could not have their cooldowns reduced but were still solid options would be the best direction to go imho.

    There are other ways to get cds through boff activations. But aux2bat is universal and is a guaranteed reduction upon activation...either it needs to become a chance of activating, tech %s lowered,or the amount of techs slotted reduced
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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    edited April 2014
    The problem with Auxiliary to Battery is the combination of Technician duty officers for cooldown reduction. 3x Technician duty officers will do what would normally take 15+ duty officers to perform. Shall we talk a look? Without technician duty officers, a standard auxiliary to battery build would require:
    • 2x Conn Officer (Attack Pattern cooldown reduction)
    • 1x Conn Officer (Tactical Team cooldown reduction)
    • 3x Damage Control Engineer (Chance for EPtX cooldown reduction)
    • 1x Maintenance Engineer (Engineering Team cooldown reduction)
    • 1x Development Lab Scientist (Science Team cooldown reduction)
    • 3x Energy Weapon Officer (Fire at Will/Beam Overload cooldown reduction)
    • 4x (or more) currently non-existent duty officers to decrease the cooldowns on Reverse Shield Polarity, Directed Energy Modulation, Hazard Emitters, and Weapon Fire Cycles.

    Now, can you look me in the eye honestly that these mere three duty officers are balanced? You can't, it goes completely against any and all mechanical balance standards. Technician duty officers set an unprecedented amount of cooldown reduction for everything while maintaining a 100% uptime.
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited April 2014
    dahminus wrote: »
    Aux2bat isn't an exploit. It's a mechanic that removes a restriction of the game yielding huge results with little effort. A nerf swing has been needed since it made it into the mainstream

    ^^ My point exactly! :) A2B itself is not an exploit; nor is using 3 Technicians, IMHO: it still costs a whopping 3 doff slots to make it go. And, like I said, 'mainstrean' doesn't do 50k with it -- not even close. So, nerf it, and only 'mainstream' gets hurt.
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited April 2014
    The problem with Auxiliary to Battery is the combination of Technician duty officers for cooldown reduction. 3x Technician duty officers will do what would normally take 15+ duty officers to perform. Shall we talk a look? Without technician duty officers, a standard auxiliary to battery build would require:
    • 2x Conn Officer (Attack Pattern cooldown reduction)
    • 1x Conn Officer (Tactical Team cooldown reduction)
    • 3x Damage Control Engineer (Chance for EPtX cooldown reduction)
    • 1x Maintenance Engineer (Engineering Team cooldown reduction)
    • 1x Development Lab Scientist (Science Team cooldown reduction)
    • 3x Energy Weapon Officer (Fire at Will/Beam Overload cooldown reduction)
    • 4x (or more) currently non-existent duty officers to decrease the cooldowns on Reverse Shield Polarity, Directed Energy Modulation, Hazard Emitters, and Weapon Fire Cycles.

    Now, can you look me in the eye honestly that these mere three duty officers are balanced? You can't, it goes completely against any and all mechanical balance standards. Technician duty officers set an unprecedented amount of cooldown reduction for everything while maintaining a 100% uptime.

    Take the Fleet Excelsior, for example. Can you look me in the eye, and honestly say this ship wasn't designed with A2B and 3x Technicians in mind?! You can't.
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  • dahminusdahminus Member Posts: 0 Arc User
    edited April 2014
    Excelsior was released before the duty officer system, I would look ya in the eye and say the fleet version was designed with aux2bat not being a consideration

    :P
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  • meimeitoomeimeitoo Member Posts: 12,594 Arc User
    edited April 2014
    dahminus wrote: »
    Excelsior was released before the duty officer system, I would look ya in the eye and say the fleet version was designed with aux2bat not being a consideration

    :P

    LOL. That's what I get for posting without having my coffee first. :)
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  • bareelbareel Member Posts: 3 Arc User
    edited April 2014
    Now, can you look me in the eye honestly that these mere three duty officers are balanced? You can't, it goes completely against any and all mechanical balance standards. Technician duty officers set an unprecedented amount of cooldown reduction for everything while maintaining a 100% uptime.
    • 2x Conn Officer (Attack Pattern cooldown reduction)
    • 2x Damage Control Engineer (Chance for EPtX cooldown reduction)
    • 1x Energy Weapon Officer (Fire at Will/Beam Overload cooldown reduction)

    Will give better performance than wasting two boff slots for A2B and being stuck with double engineer boff seating. Especially with a handful of ships.

    The issue is not the low hanging fruit of A2B/Technicians. The issue is quasi doubling your Cmdr and Lt Cmdr boff slots with CDR doffs. And that is an issue of the inherit 'buff smash' design of STO space combat.

    They tried to fix that back in S7? I think it was with EPtX changes, but didn't go threw with it. The idea that you would activate the buff at the optimum time instead of simply mashing it constantly to get 100% up time. Oh well.
  • jbmaverickjbmaverick Member Posts: 935 Arc User
    edited April 2014
    bareel wrote: »
    • 2x Conn Officer (Attack Pattern cooldown reduction)
    • 2x Damage Control Engineer (Chance for EPtX cooldown reduction)
    • 1x Energy Weapon Officer (Fire at Will/Beam Overload cooldown reduction)

    Will give better performance than wasting two boff slots for A2B and being stuck with double engineer boff seating. Especially with a handful of ships.

    The issue is not the low hanging fruit of A2B/Technicians. The issue is quasi doubling your Cmdr and Lt Cmdr boff slots with CDR doffs. And that is an issue of the inherit 'buff smash' design of STO space combat.

    They tried to fix that back in S7? I think it was with EPtX changes, but didn't go threw with it. The idea that you would activate the buff at the optimum time instead of simply mashing it constantly to get 100% up time. Oh well.

    The problem with the fix they looked at in S7 was that it removed one of the only 100% uptime damage reduction powers in the game, making it instead about 67% uptime. "Tank" builds already get overlooked enough because they tend to be superfluous, that was an unnecessary alteration that made "tank" designs even worse while it would have had next to no effect on pure dps builds.

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  • jack24bau3rjack24bau3r Member Posts: 451 Arc User
    edited April 2014
    They tend to 'nerf' those things that are 'visible' to the developers when they review the performance metrics. This is not something you can test for with a few dozen people, but rather something that comes from hundreds of people using it (knowingly or unknowingly).

    They (the developers) act faster when we really notice it, or it 'breaks' something. Case in point Tricobalt Mines that could 1-shot a gate. It didn't take long to fix.

    The A2B issue is more nuanced. It is functioning normally for the majority of players, but it's the impact of 3x technician doffs that creates the 'unreasonably consistent' available power than enables 50K+ dps ships.

    Arguably they have the ability to restrict weapons from being affected by certain doffs. The Omega torpedo for example doesn't benefit from torpedo cd doffs (Law, etc). Removing a doff stacking or 'additional chance' however would impact the entire doff system. I suspect it's not as nuanced in they way that can change it's abilities.

    One thing is for sure - they are not randomly making changes. there is a plan, albeit one they are not sharing. With recent changes, I suspect they are finally looking at a balance strategy to be implemented over a longer period.

    mal's 87k ise didn't use a2b.
  • bareelbareel Member Posts: 3 Arc User
    edited April 2014
    jbmaverick wrote: »
    The problem with the fix they looked at in S7 was that it removed one of the only 100% uptime damage reduction powers in the game, making it instead about 67% uptime. "Tank" builds already get overlooked enough because they tend to be superfluous, that was an unnecessary alteration that made "tank" designs even worse while it would have had next to no effect on pure dps builds.

    Reducing the 'uptime' of the main defensive buff on most DPS builds would have made tank designs even worse? Most of my escorts at the time relied on EPtS, TSS, and HE as their primary methods to staying alive. That change would have made them actually squishy for the first time. My hull tanking Neg'Var of the time didn't even run EPtS and wouldn't have even noticed.

    Regardless of if you agree with that specific change the concept itself was a good one. Less 'buff buff smash' and more 'this is a good time to use ability X' would be good for STO.
  • nagrom7nagrom7 Member Posts: 995 Arc User
    edited April 2014
    IMO Aux2Bat isn't OP, certain ships using it are.

    Put Aux2Bat on a star cruiser, is it going to break 10k DPS? Maybe depending on how you build it. Is it going to break 20k DPS? Unlikley.

    Put Aux2Bat on a Rom ship (E.g. Scimitar). Is it going to break 10k DPS? You would want to hope so. Is it going to break 20k? Probably. 30k? Depends on the build but also possible.

    Notice how most of the Aux2Bat nerf calls have occured since LoR? Before it was heralded as an amazing build to make cruisers more viable in 'Escorts Online', now that romulans can use it, it's OP?

    Nerfing Aux2Bat isn't going to reduce these obsene DPS numbers we're seeing by much, but it will make a lot of cruisers less viable than they are now.
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