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Master List Of New R&D Modifiers

solidshatnersolidshatner Member Posts: 390 Arc User
edited September 2014 in Duty Officer System and R&D
Sorry if this is in the wrong section - but with this system being new and the feedback being . . . mixed, I thought it would get seen and be of better use in General Discussion. Can some one point me in the right direction for one of these? I've looked everywhere online and am losing my mind trying to find what I'm looking for.

I've been grinding my way through the Beams school and have made some interesting Arrays with some modifiers that intregue me - but I have no idea what they do! I made a Mk VI Rare Disruptor Beam Array that had a modifier called (PvP Dmg) - I can only assume that it did higher PvP damage - but how much? Or was it it just a glitch? There is no information that I can find on this. Also, during my grinding I was able to make a Mk VI Very Rare Disruptor Beam Array that had a modifier called (Snare). What does it do? Why cant I find info on it? Why is it not explained on the item itself?

I saw a list of supposed new modifiers in the Dev Blogs - but none of the ones I mentioned above are on it. Please help.
[SIGPIC][/SIGPIC]
Post edited by solidshatner on
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Comments

  • walshicuswalshicus Member Posts: 1,314 Arc User
    edited July 2014
    [pen] lessens the effect of enemy damage resistance.
    [snare] reduces enemy movement
    [over] adds a free beam overload
    [thrust] increases own movement
    [PvP dmg] adds damage, presumably in PvP
    [PvP res] adds resistance, presumably in PvP

    [arc] increases firing arc, but to be honest it's not used consistently.

    Not sure about others.
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  • bendalekbendalek Member Posts: 1,781 Arc User
    edited July 2014
    +100000000000000000000000000000

    There doesn't actually seem to be any information anywhere about these modifiers ... And the tooltips are (as per usual) completely worthless.

    But maybe Crytpic are to scared to actually write them all down, because they are still so totally borked as to b worthless, they don't want to commit to anything.

    Some of the modifiers are obvious, such a [Arc] Which you can easily see allows for a wider firing arc. with a consequent lessening of damage output - Though in the case of omni-directional beams, Cryptic screwed up totally and cut the damage so much, that you may as well just use a turret - but the rest are somewhat more ambiguous.

    One thing I did notice is the [Snare] modifier - It appears to be a similar proc to the Chroniton Torpedo i.e. Slows and debuffs the turns rate of the target, but it appears that Cryptic added a "double edge" to the modifier, in that it can ALSO backfire and affect you as well, i'm not sure if this intended to stop the weapon being OP, but an explanation would be nice.

    And I'd like to know if this same "double edge" approach applies to the other modifiers? There is not much point having a damage resistance debuff on a weapon, if you get slapped with the same debuff, or having your speed and turn debuffed as much as the enemies ...
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  • solidshatnersolidshatner Member Posts: 390 Arc User
    edited July 2014
    I just don't understand why no one seems to have this info with SPECIFICS. With all of the forum 'Bette Middlers' saying how this new R&D has doomed the game, I for one am enjoying it so far. I think more people would as well if we could get some clear explanations.

    Am I the first guy to bring this up? Why is it other players aren't freaking out for clarification as well? Weird.
    [SIGPIC][/SIGPIC]
  • shadowwraith77shadowwraith77 Member Posts: 6,395 Arc User
    edited July 2014
    •Beams: •[Over] – This mod gives all of its weapons’ attacks a small chance to trigger a free Beam Overload for the next beam weapon that fires.

    •Cannons: •[Rapid] – This mod gives all of its weapons’ attacks a small chance to trigger a 4 second duration Cannon Rapid Fire buff.

    •Torpedo: •[Pen] – This mod causes all of its weapons attacks to ignore 10 points of Damage Resistance Rating on their target.

    •Shield: •[Amp] – This mod increases the strength of all heals used on the equipped starship by 10%.

    •Engines: •[Damp] – This mod increases the owner’s resistance to all crowd control effects.

    •Deflector: •[CdrS] – This mod grants Cooldown Reduction on all non-damaging Science powers.

    •Ground Weapons: •[Run] – This mod increases the run speed of the owner by 20%.

    These are a few the blog mentions, besides the [Arc] mod.
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  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited July 2014
    walshicus wrote: »
    [arc] increases firing arc, but to be honest it's not used consistently.

    It kinda is. The area added by the extra arc isn't consistent, but the increment in the arc size is the same as the existing weapon arcs: 45 improves to 90 (wide-angle DHCs, the Tempest's tail-gun), 90 to 180 (wide-angle torpedoes), and 250 to 360 (omni-directional beam arrays)... we don't have any wide-angle single cannons yet for something to go from 180 to 250, though.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    Couple of things...

    1) Has anybody actually gotten a special mod on a Torp? The [Pen] from the blog I've seen on Beams and Cannons, but never on a Torp.

    2) The PvP mods...well, they appear to be gear mods. So all sorts of questions come into play with them (yeah, VD - you've posted 9001 times asking for clarification - forget about it).

    [PvP Res] +5 All Damage Bonus Resistance Rating
    [PvP Dmg] +3% All Damage

    Will the bonuses be invisible - applied inline when the target or attacker is a player? Can they stack?

    Both of those are "Bonus" boosts rather than strength boosts based on the terminology used there. And...they're gear mods rather than weapon mods.

    So yeah, I've been asking and asking...asking and asking...asking and asking...oh well, eh?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    Am I the first guy to bring this up? Why is it other players aren't freaking out for clarification as well? Weird.

    Er...it's been brought up in countless threads and posts. Doesn't change the lack of answers.
  • solidshatnersolidshatner Member Posts: 390 Arc User
    edited July 2014
    •Beams: •[Over] – This mod gives all of its weapons’ attacks a small chance to trigger a free Beam Overload for the next beam weapon that fires.

    •Cannons: •[Rapid] – This mod gives all of its weapons’ attacks a small chance to trigger a 4 second duration Cannon Rapid Fire buff.

    •Torpedo: •[Pen] – This mod causes all of its weapons attacks to ignore 10 points of Damage Resistance Rating on their target.

    •Shield: •[Amp] – This mod increases the strength of all heals used on the equipped starship by 10%.

    •Engines: •[Damp] – This mod increases the owner’s resistance to all crowd control effects.

    •Deflector: •[CdrS] – This mod grants Cooldown Reduction on all non-damaging Science powers.

    •Ground Weapons: •[Run] – This mod increases the run speed of the owner by 20%.

    These are a few the blog mentions, besides the [Arc] mod.

    As originally posted THESE I could find. However the list is very incomplete and lacking detail. The tooltips really aren't very detailed either.

    Devs/Moderators? Can you shed some light please?
    [SIGPIC][/SIGPIC]
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    Honestly have to wonder if Hawk didn't go on vacation after the S9.5 drop...and then whether it's one or two weeks, eh?
  • solidshatnersolidshatner Member Posts: 390 Arc User
    edited July 2014
    Er...it's been brought up in countless threads and posts. Doesn't change the lack of answers.

    Oh. I only saw one thread with like 1 or 2 responses and (as you said) no answers. :(
    [SIGPIC][/SIGPIC]
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    Oh. I only saw one thread with like 1 or 2 responses and (as you said) no answers. :(

    Scattered amongst threads...but don't get me wrong, I'm all for more folks asking. My issue wasn't with your posting a thread or having missed posts buried here and there by any means...my beef is with the lack of information on the mods - the lack of answer even though folks have been asking since it was just on Tribble.
  • solidshatnersolidshatner Member Posts: 390 Arc User
    edited July 2014
    Scattered amongst threads...but don't get me wrong, I'm all for more folks asking. My issue wasn't with your posting a thread or having missed posts buried here and there by any means...my beef is with the lack of information on the mods - the lack of answer even though folks have been asking since it was just on Tribble.

    Its cool. Like you, I would like some answers. A lot of peeps seem to be crying about crafting, but man - if I can craft some purple mk xii PvP beams ... the EC exchange benefits might outweigh all the dilithium dumping. You'd think someone might want to hype that right now given the negativity.
    [SIGPIC][/SIGPIC]
  • mandoknight89mandoknight89 Member Posts: 1,687 Arc User
    edited July 2014
    Its cool. Like you, I would like some answers. A lot of peeps seem to be crying about crafting, but man - if I can craft some purple mk xii PvP beams ... the EC exchange benefits might outweigh all the dilithium dumping. You'd think someone might want to hype that right now given the negativity.

    They're super-expensive right now because you need to get to a fairly high level in order to have even a chance at VR Mk XII items.
  • solidshatnersolidshatner Member Posts: 390 Arc User
    edited July 2014
    They're super-expensive right now because you need to get to a fairly high level in order to have even a chance at VR Mk XII items.

    Sure. I get that. But if we had some stats maybe the lower tiered items wouldn't perhaps be the vendor trash we think they are?

    NEED DETAILS PLEASE. :)
    [SIGPIC][/SIGPIC]
  • bendalekbendalek Member Posts: 1,781 Arc User
    edited July 2014
    Well, just for giggles, I outfitted a Miranda in a full AP Build, with [Snare] [Pen] PvPRes] mods for around 30K EC, and that included the Tac consoles and ship system items, all Purple stuff from MK II <--> MK IV ...

    Then I look on the exchange under "Ultra-Rare" and I see players asking 200Million+ EC for an omnidirectional AP Beam? WTF?

    Of course in a few weeks/months, people will realise that they are just a gimmic, and go back to buying Ultra Rare Fleet weapons, so my advice at the moment is, don't bother buying them, because quite frankly, they are not worth it!
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  • solidshatnersolidshatner Member Posts: 390 Arc User
    edited July 2014
    bendalek wrote: »
    Well, just for giggles, I outfitted a Miranda in a full AP Build, with [Snare] [Pen] PvPRes] mods for around 30K EC, and that included the Tac consoles and ship system items, all Purple stuff from MK II <--> MK IV ...

    Then I look on the exchange under "Ultra-Rare" and I see players asking 200Million+ EC for an omnidirectional AP Beam? WTF?

    Of course in a few weeks/months, people will realise that they are just a gimmic, and go back to buying Ultra Rare Fleet weapons, so my advice at the moment is, don't bother buying them, because quite frankly, they are not worth it!

    I'm on my phone ATM so I can't really experiment. I saw the stupid prices for omnis as well. When the exchange settles down, I'm wondering how the prices will settle when we get a clear explanation of the modifiers. Its seems possible to me that even MK X purples with pvp dmg could fetch a decent price when I get to a level decent enough to end up with one. Hell, maybe I'd even keep it if I knew the numbers for the bonus.
    [SIGPIC][/SIGPIC]
  • solidshatnersolidshatner Member Posts: 390 Arc User
    edited July 2014
    Again, I have to point out my surprise at what seems to be radio silence on this topic from reps of STO. I've read nothing but screaming and negativity about the new system and it seems to me that a response to these unclear modifiers would be a great way to get more players onboard.
    [SIGPIC][/SIGPIC]
  • walshicuswalshicus Member Posts: 1,314 Arc User
    edited July 2014
    It kinda is. The area added by the extra arc isn't consistent, but the increment in the arc size is the same as the existing weapon arcs: 45 improves to 90 (wide-angle DHCs, the Tempest's tail-gun), 90 to 180 (wide-angle torpedoes), and 250 to 360 (omni-directional beam arrays)... we don't have any wide-angle single cannons yet for something to go from 180 to 250, though.

    Wide angled heavy cannons don't have it, but Omni direction beams do. Bizarre!
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    [Over]
    Upgrades your next beam attack. Deals massive Energy Damage but drains your Weapon Power.

    [Pen]
    to target: -10 All Damage Resistance Rating

    [PvP Dmg]
    +3% All Damage

    [PvP Res]
    +5 All Damage Bonus Resistance Rating

    [Rapid]
    Increases the number of shots fired by each cannon volley.

    [Snare]
    to target: -4.8% Flight Turn Rate
    to target: -4.8% Flight Speed

    [Thrust]
    to self: +5% Flight Turn Rate
    to self: +5% Flight Speed

    So, some info about the info up there...

    First, still have not seen any of the "Special Mods" on Projectiles. Also haven't seen the [Radius] mod which was supposed to replace [Acc] on Mines. Torps are just pulling [Acc], [CrtD], [CrtH], [Dmg] while Mines are just pulling [CrtD], [CrtH], [Dmg] for their potential mods. Is there a reason for this when the blog listed [Pen] for the Torps?

    Second, [Pen] is not placing a debuff on the target. If there is something taking place, then it is an inline calculation that's taking place. Can this be confirmed?

    [PvP Dmg] & [PvP Res]...I sound like a broken record asking for their intended functionality and if they are functional.

    [Over], [Rapid], [Snare], [Thrust]...procs? All the time? What's going on there?

    How about non-weapons?

    The blog mentions a [Damp] mod on Engines...uh...anybody actually seen that mod on an Engine? I haven't. Hell, I haven't seen anything but the standard [Aux], [Full], [Spd], and [Turn] on Engines.

    Though not mentioned in the blog, haven't seen a "Special" on Singularity Cores nor Warp Cores either.

    The blog mentions [CdrS] on Deflectors...haven't seen that or anything besides the standard Deflector mods.

    The blog mentions [Amp] on Shields...and yeah, you guessed - nothing but the normal mods.

    Okay, let's hit up the Exchange and see if there's anything listed there with any of those mods on the non-weapon pieces, eh? Maybe somebody else managed to get them? And...nada.

    So we've got the Weapon Mods and there...just wtf/htf do they do/do they work? And we've got the MIA non-Weapon Mods from the blog...which also hinted at other mods that are likewise nowhere to be found.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    walshicus wrote: »
    Wide angled heavy cannons don't have it, but Omni direction beams do. Bizarre!

    It's a built-in mod on both the Wide Arc DHCs and Omni-Directional Beam Arrays. It's not available for other weapons.

    When you actually see the [Arc] on either the WADHC or ODBA...it means you've lost a mod - cause it shouldn't show. It's a bug...that eating a mod you would have had otherwise.
  • solidshatnersolidshatner Member Posts: 390 Arc User
    edited July 2014
    [Over]
    Upgrades your next beam attack. Deals massive Energy Damage but drains your Weapon Power.

    [Pen]
    to target: -10 All Damage Resistance Rating

    [PvP Dmg]
    +3% All Damage

    [PvP Res]
    +5 All Damage Bonus Resistance Rating

    [Rapid]
    Increases the number of shots fired by each cannon volley.

    [Snare]
    to target: -4.8% Flight Turn Rate
    to target: -4.8% Flight Speed

    [Thrust]
    to self: +5% Flight Turn Rate
    to self: +5% Flight Speed

    So, some info about the info up there...

    First, still have not seen any of the "Special Mods" on Projectiles. Also haven't seen the [Radius] mod which was supposed to replace [Acc] on Mines. Torps are just pulling [Acc], [CrtD], [CrtH], [Dmg] while Mines are just pulling [CrtD], [CrtH], [Dmg] for their potential mods. Is there a reason for this when the blog listed [Pen] for the Torps?

    Second, [Pen] is not placing a debuff on the target. If there is something taking place, then it is an inline calculation that's taking place. Can this be confirmed?

    [PvP Dmg] & [PvP Res]...I sound like a broken record asking for their intended functionality and if they are functional.

    [Over], [Rapid], [Snare], [Thrust]...procs? All the time? What's going on there?

    How about non-weapons?

    The blog mentions a [Damp] mod on Engines...uh...anybody actually seen that mod on an Engine? I haven't. Hell, I haven't seen anything but the standard [Aux], [Full], [Spd], and [Turn] on Engines.

    Though not mentioned in the blog, haven't seen a "Special" on Singularity Cores nor Warp Cores either.

    The blog mentions [CdrS] on Deflectors...haven't seen that or anything besides the standard Deflector mods.

    The blog mentions [Amp] on Shields...and yeah, you guessed - nothing but the normal mods.

    Okay, let's hit up the Exchange and see if there's anything listed there with any of those mods on the non-weapon pieces, eh? Maybe somebody else managed to get them? And...nada.

    So we've got the Weapon Mods and there...just wtf/htf do they do/do they work? And we've got the MIA non-Weapon Mods from the blog...which also hinted at other mods that are likewise nowhere to be found.

    Nice! Thanks for the above stats! Mind if I ask where you found them? They didn't pop up on the tool tips and I couldn't find them on the dev blogs or patch notes either.

    This sheds SOME light for me for sure, but I'd also like some proc info as well.
    [SIGPIC][/SIGPIC]
  • spaceeagle20spaceeagle20 Member Posts: 971 Arc User
    edited July 2014
    Being about to buy Rugal Ghenro for 50 millions EC ... I noticed the [Over] mod which, as it says, drains a lot of weapon energy ( since it's a BO of course ) and I thought : what if with beams with this mod, in a near future, an aux2bat Scimitar will end up surpassing the not aux2bat Scimitar ( with Nukara bonus) in terms of DPS, due to DEM/Marion in global cooldown?
    P58WJe7.jpg


  • walshicuswalshicus Member Posts: 1,314 Arc User
    edited July 2014
    It's a built-in mod on both the Wide Arc DHCs and Omni-Directional Beam Arrays. It's not available for other weapons.
    See, I'd have said that with the Omni beam it's not a mod but a function of the weapon itself. Omni beams have unique icon styles and if *I* were making them would just be a new basic type of weapon added to the game. Their damage would be lower and they'd not be unique. The high damage versions could still be in as uniques though.

    The Wide DHCs I'd just rename Heavy Cannons as a new weapon type (with unique art); balancing them halfway between DHCs and Single Cannons; again with the unique high-damage version remaining as an optional unique.

    I'd have [arc] added as a possible mod increasing firing arc by 10% a pop or something.


    When you actually see the [Arc] on either the WADHC or ODBA...it means you've lost a mod - cause it shouldn't show. It's a bug...that eating a mod you would have had otherwise.
    But isn't it on all Omni Beams but no W-DHCs? I'd just like consistency.
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  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    Nice! Thanks for the above stats! Mind if I ask where you found them? They didn't pop up on the tool tips and I couldn't find them on the dev blogs or patch notes either.

    This sheds SOME light for me for sure, but I'd also like some proc info as well.

    It's in the Item Information...the hovertips need some work. Then again, the Item Information needs some work. Still feel there should have been additional blogs on this before the release.
    walshicus wrote: »
    But isn't it on all Omni Beams but no W-DHCs? I'd just like consistency.

    Nah, you can hit up the Exchange and do a search for Ship Equipment -> Ship Weapons -> "Wide Arc" to get a list showing some with and some without the [Arc] mod. Here's what's there right now as I look at it...

    [Acc][Arc][Dmg]
    [Acc][Arc][Dmg]
    [Acc][Arc][Dmg]

    [Acc]CrtD][Dmg]
    [Acc][Arc][Dmg]
    [Acc][Arc][Dmg]
    [Acc][Arc][Dmg]

    [CrtD][CrtH]x2
    [Acc][Arc][Dmg]
    [Acc][Arc][Dmg]

    [CrtD][CrtH][Dmg]
    [CrtH]x2[Dmg]
    [CrtH]x2[Dmg]
    [CrtD]x2[CrtH]
    [Acc]x2[Arc][Dmg]
    [Acc]x2[Dmg]
    [Acc][Arc][Dmg]
    [Acc][Arc][Dmg][Pen]
    [Acc][Arc][Dmg]x2

    [Acc][CrtH]x2
    [Acc][Dmg]x2
    [CrtH][Dmg]x2
    [CrtH][Dmg]x2
    [Acc][CrtH][Dmg]
    [Acc][CrtD]x2
    [Acc][Arc][Dmg]x2
    [Acc][CrtD][Dmg][Snare]
    [Acc][CrtD][Dmg]x2
    [Acc][CrtH]x2[Dmg]
    [Acc][CrtD][CrtH]x2
    [Acc[CrtH]x2[Dmg]
    [Acc][CrtH][Dmg][Snare]
    [Acc][CrtD][Dmg][PvP Res]

    Could have sworn I saw Omnis without [Arc], but the 55 listed there currently all have it.

    So that suggests that the [Arc] needs to be listed and should be eating a slot, which means for the Wide Arc DHCs...it's not a bug to have it listed, but rather a but not to have it listed...eh?
  • cepholapoidcepholapoid Member Posts: 284 Arc User
    edited July 2014
    spaceeagle20 ... I noticed the [Over] mod which, as it says, drains a lot of weapon energy ( since it's a BO of course ) and I thought : what if with beams with this mod, in a near future, an aux2bat Scimitar will end up surpassing the not aux2bat Scimitar...

    Actually the weapon drain from the [over] proc is a bug that is a known issue. If you check tribble

    release notes under Known Issues: Research and Development:

    "Overload" Beam Array affix proc drains weapon power." This makes me think that it's not supposed to weapon power,

    which is a very scary thought if a fully loaded scimi decloaks on your nose :eek:

    Let's just hope it puts a cool down on FAW and BO
    cI5XEZr.jpg
  • killdozer9211killdozer9211 Member Posts: 919 Arc User
    edited July 2014
    May I please request that once the exact nature of these mods is revealed, someone with the skillset and access please add them to the wiki?
  • atlmyklatlmykl Member Posts: 305 Arc User1
    edited July 2014
    Unable to check the exchange at the moment but what I have noticed on the cannons about the arc mods is it is only on AP Wide Arc DHC. All other energy types do not have the arc mod, as far as I have noticed. As far as the omni-beams are concerned I cannot say this is a rule but it seemed like all of the 360 beams always have [acc][arc] with the other mods being random.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    atlmykl wrote: »
    Unable to check the exchange at the moment but what I have noticed on the cannons about the arc mods is it is only on AP Wide Arc DHC. All other energy types do not have the arc mod, as far as I have noticed. As far as the omni-beams are concerned I cannot say this is a rule but it seemed like all of the 360 beams always have [acc][arc] with the other mods being random.

    I didn't check the energy type on the WADHCs...hrmm, let me look.

    Yep, sure enough. On the Exchange, only the AP have the listed [Arc] mod...and...all of them are either [Acc][Arc][???] or [Acc]x2[Arc][???].

    And yep, all the Omnis listed are either [Acc][Arc]something or [Acc]x2[Arc]something.
  • adamkafeiadamkafei Member Posts: 6,539 Arc User
    edited July 2014
    [Over], [Rapid], [Snare], [Thrust]...procs? All the time? What's going on there?

    With regard to the overload proc, I've noticed this is in fact mislabled in the description as it only seems to affect my weapons rarely, it would be nice if it stated this was a chance effect or if it's intended to be a constant effect, it should be updated such.
    ZiOfChe.png?1
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited July 2014
    adamkafei wrote: »
    With regard to the overload proc, I've noticed this is in fact mislabled in the description as it only seems to affect my weapons rarely, it would be nice if it stated this was a chance effect or if it's intended to be a constant effect, it should be updated such.

    When you say rarely, guessing you mean less than the first shot of every cycle sort of rarely? I took a wait 'n see stance after trying to test some of the others...didn't test those four.
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