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list of newer space weapon mods?

vedauwoovedauwoo Member Posts: 215 Arc User
Is there a listing and description anywhere yet for the newer weapon mods....like "Over" and so forth? I tried a couple of google searches, but most of the results seem to indicate that no one clearly knows what some of them do...and the STO Wiki page has not been updated to include them yet....
Post edited by vedauwoo on

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  • norobladnoroblad Member Posts: 2,624 Arc User
    edited December 2014
    dunno if there is a master list, but you might look under crafting to find it, that is where these mods come from.

    over is the same as officer skill beam overload 1 with a 2.5 chance to proc.

    rapid is the cannon version ... much weaker, it procs a nanosecond of rapid fire 1 that lasts for like 1 shot.

    there is a pvp resist and pvp damage mod, both are nearly worthless ... there are better damage mods and the resist is probably not going to save you while lowering your dps.

    thrust improves turn rate and speed (cannon only? I forget?) a little.

    pen overcomes resists, like AP beta, I guess?


    I think that is most of the weapon ones?
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2014
    [Ac/Dm] - Epic/Gold mod - there was some discussion over whether this was a pairing of half-mods or two full mods, not sure what came of those discussions.

    [Arc] - limited to DHCs and Arrays - DHCs go from a 45 arc to a 90 arc while Arrays go from a 250 arc to a 360 arc - limited to one "Wide"/"Omni" weapon - changed when they allowed folks to run the R&D Omni AP and the Obelisk Omni AP.

    [Over] - "2.5% Chance: Upgrades your next beam attack. Deals massive Energy Damage but drains your Weapon Power."

    (Back in July, the drain was removed from Beam Overloads - they were given 100% Critical Hit Chance - apply a reduction to base damage, theory being the Critical would actually result in higher damage. How this applies to the [Over] mod, I could not tell you in the least. There were reports of it interfering with the use of other Beam Weapon Enhancement Abilities, not sure what came of that.)

    [Pen] - "All attacks with this weapon ignore 10 Armor Rating."

    (Armor Rating, right? Lol, /facepalm. But anyway, this was supposed to be an inline -10 DRR debuff that was calculated for the weapon's damage. Since it's been mentioned by some folks out there as a "worthy" mod, have to assume it's either working as intended or better than intended (ala EAP).)

    [PvP Dmg] - "3 Bonus Damage vs. other players."

    (Didn't this used to read as +3% Bonus Damage vs. other players? I can't remember. However, there was some discussion about whether this worked as a "gear" boost that affected everything, whether it stacked, etc, etc, etc - none of which was ever explained. With damage being a range of damage, it was pretty much impossible to test to see if it was working when I last tried to test it - which was back when R&D first launched while using a variety of weapons in the hopes of parsing some difference there. I haven't tested it in forever, but I considered it bugged and not working. Not sure what it's current status is.)

    [PvP Res] - "8 Bonus Resistance Rating vs. other players."

    (For the life of me, I can't remember the outcome of testing this or if I even did. I think the [PvP Dmg] testing put me off from testing it. It should be easy to test if it is working, the bonus it is providing, and if it stacks from getting somebody in a Challenge - having them shoot at you - and just looking at the raw lines from the combatlog in Notepad or whatever. It wouldn't have the problems that the [PvP Dmg] mod would with the variable amount of damage being done, since you'd just be looking at the damage reduction which wouldn't care about the actual amount.)

    [Radius] - "+0.5km Explosion Radius."

    (Limited to certain Mines - not sure it ever made it into R&D - not on many Mines out there.)

    [Rapid] - "2.5% Chance: Activates Rapid Fire mode for all cannons on your ship for 2 seconds."

    (There were similar reports of this interfering with the use of other Cannon Weapon Enhancement Abilities, not sure what came of that.)

    [Snare] - "Foe: -5% Speed and Turn Rate on hit."

    (There were complaints of this being based off of base Speed and Turn Rate, not sure what came of that.)

    [Thrust] - "Self: +5% Speed and Turn Rate when firing."

    (There were complaints of this being based off of base Speed and Turn Rate, not sure what came of that.)

    This post has some additional vague info on some of the other Epic/Gold mods for various gear: http://sto-forum.perfectworld.com/showpost.php?p=19265431

    But generally speaking, Cryptic was pretty cryptic on what they were supposed to do for any testing initially...and, imho, I believe that left a lot not to be tested. Kind of like [Pen], I would have thought that would have been a topic of discussion from the start with some [Pen] Disruptors and the like...but I just don't remember seeing any of those conversations.

    Would be nifty if somebody from Cryptic could drop out a little less cryptic info on them, eh?
  • norobladnoroblad Member Posts: 2,624 Arc User
    edited December 2014
    I have seen radius in game.
  • virusdancervirusdancer Member Posts: 18,687 Arc User
    edited December 2014
    noroblad wrote: »
    I have seen radius in game.

    From R&D or loot? I know they put it on some of the Rep Mines but not others...
  • birzarkbirzark Member Posts: 634 Arc User
    edited December 2014
    [Ac/Dm] - Epic/Gold mod - there was some discussion over whether this was a pairing of half-mods or two full mods, not sure what came of those discussions.

    [Arc] - limited to DHCs and Arrays - DHCs go from a 45 arc to a 90 arc while Arrays go from a 250 arc to a 360 arc - limited to one "Wide"/"Omni" weapon - changed when they allowed folks to run the R&D Omni AP and the Obelisk Omni AP.

    [Over] - "2.5% Chance: Upgrades your next beam attack. Deals massive Energy Damage but drains your Weapon Power."

    (Back in July, the drain was removed from Beam Overloads - they were given 100% Critical Hit Chance - apply a reduction to base damage, theory being the Critical would actually result in higher damage. How this applies to the [Over] mod, I could not tell you in the least. There were reports of it interfering with the use of other Beam Weapon Enhancement Abilities, not sure what came of that.)

    [Pen] - "All attacks with this weapon ignore 10 Armor Rating."

    (Armor Rating, right? Lol, /facepalm. But anyway, this was supposed to be an inline -10 DRR debuff that was calculated for the weapon's damage. Since it's been mentioned by some folks out there as a "worthy" mod, have to assume it's either working as intended or better than intended (ala EAP).)

    [PvP Dmg] - "3 Bonus Damage vs. other players."

    (Didn't this used to read as +3% Bonus Damage vs. other players? I can't remember. However, there was some discussion about whether this worked as a "gear" boost that affected everything, whether it stacked, etc, etc, etc - none of which was ever explained. With damage being a range of damage, it was pretty much impossible to test to see if it was working when I last tried to test it - which was back when R&D first launched while using a variety of weapons in the hopes of parsing some difference there. I haven't tested it in forever, but I considered it bugged and not working. Not sure what it's current status is.)

    [PvP Res] - "8 Bonus Resistance Rating vs. other players."

    (For the life of me, I can't remember the outcome of testing this or if I even did. I think the [PvP Dmg] testing put me off from testing it. It should be easy to test if it is working, the bonus it is providing, and if it stacks from getting somebody in a Challenge - having them shoot at you - and just looking at the raw lines from the combatlog in Notepad or whatever. It wouldn't have the problems that the [PvP Dmg] mod would with the variable amount of damage being done, since you'd just be looking at the damage reduction which wouldn't care about the actual amount.)

    [Radius] - "+0.5km Explosion Radius."

    (Limited to certain Mines - not sure it ever made it into R&D - not on many Mines out there.)

    [Rapid] - "2.5% Chance: Activates Rapid Fire mode for all cannons on your ship for 2 seconds."

    (There were similar reports of this interfering with the use of other Cannon Weapon Enhancement Abilities, not sure what came of that.)

    [Snare] - "Foe: -5% Speed and Turn Rate on hit."

    (There were complaints of this being based off of base Speed and Turn Rate, not sure what came of that.)

    [Thrust] - "Self: +5% Speed and Turn Rate when firing."

    (There were complaints of this being based off of base Speed and Turn Rate, not sure what came of that.)

    This post has some additional vague info on some of the other Epic/Gold mods for various gear: http://sto-forum.perfectworld.com/showpost.php?p=19265431

    But generally speaking, Cryptic was pretty cryptic on what they were supposed to do for any testing initially...and, imho, I believe that left a lot not to be tested. Kind of like [Pen], I would have thought that would have been a topic of discussion from the start with some [Pen] Disruptors and the like...but I just don't remember seeing any of those conversations.

    Would be nifty if somebody from Cryptic could drop out a little less cryptic info on them, eh?

    From my experience [over] and [rapid] both interfere with respective tactical BO abilities and only proc in between firing cycles. [Pen] stacks very nicely with other resistance debuffs like ABP and some traits which makes it a very nice weapon to get.
  • psyloafpsyloaf Member Posts: 137 Arc User
    edited December 2014
    From R&D or loot? I know they put it on some of the Rep Mines but not others...

    Counter Command mines only unfortunately
    Fleet Advanced Research Vessel T6
    Commander Science, Lieutenant Commander Engineering, Lieutenant Commander Universal, Lieutenant Tactical, Ensign Science
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