"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
I do hope there's incoming new Sci ships for the KDF and Romulans, now that there's more than two Secondary Deflectors to choose from, this looks like it can be quite an advantage to Sci builds.
Also, either a buff to the three set bonus of the Tal Shair Adapted Battlecruiser or giving it a Secondary Deflector slot is really needed to keep it competitive, as it's one of the better options for a Romulan wanting a Sci ship, sadly (even though it's labeled a Battlecruiser it has Sensor Analysis, it's three-set bonus is definately Sci leaning and has a Commander Universal).
Also, with the recent pet nerf, Sci-focused Carriers could use some love too.
Oh by the way I see what you did with the beautiful new Deflector graphics, very nice.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Resonating
Hazard Emitters, Mask Energy Signature, Polarize Hull, Science Team, Transfer Shield Strength, Photonic Officer
Increases the effectiveness of hull heals on target by 2% for 15 sec
Reduces damage to shields by 2.5% for 15 sec
Then there's the mods. Normal stuff like FlwC, PrtG, Sen, Em (only four I saw).
...and then the others:
[+Chance] +25% chance for Subsystem Targeting to knock systems offline
[-Recharge] Subsystem Targeting power recharge time reduced by 25%
[SA -Def] to foe: 0-10% scaling Defense Debuff on Sensor Analysis' target
[SA +Dmg] Improves Sensor Analysis' damage buff by 20%
[SA +Heal] Improves Sensor Analysis' healing buff by 20%
Each one has one of the bottom five and two of the top four. The only x2 I saw was [Sen]x2. Doesn't mean it's the only one, but I saw several of them in over the 100 that I did a quick craft session of the Secondary Deflectors.
At VR14 the skill mods provide +15 each.
At UR14 the skill mods still provide +15 each.
It picks up an additional mod at UR. Standard mix of Sci and Eng skills based on my limited tests (only crafted like a hundred of them and only took around 35 to UR).
At G14 the skill mods still provide +15 each.
It picks up a [PG/SE] mod at Epic/Gold. Provides +10 Partigens & +10 Shield Emitters.
...but I was wondering about a couple/a few/some things with that.
Are FlwC, PrtG, Sen, and Em the only standard mods on the initial crafted Secondary Deflector?
Is it possible to get [FlwC]x2, [PrtG]x2, or [Em]x2 or is it only possible to get [Sen]x2 initially?
With that UR mod it picks up, is it the full breadth of Eng and Sci mods there or is it limited to a select group of mods there?
Are there other R&D mods beyond the [+Chance], [-Recharge], [SA -Def], [SA +Dmg], and [SA +Heal] that I saw?
I find it difficult to evaluate the value of the damage from Deteriorating and Inhibiting deflectors. But naively speaking, it sounds more desirable then the healing and shield reduction buff from resonating secondary deflectors.
Maybe there could be some kind of "afterglow" effects like with the radiation damage ones - Say, after 4 seconds, you get a weak science cleanse or something like that. Or is that more something for yet another type of secondary deflector?
Damage Scale by Mark Off?
The damage for Deteriorating radiation damage seems to scale worse than the damage for the inhibiting deflectors. Unless the rarity has a surprisingly strong effect here.
Damage at Mark II (Deteriorating ) 118.5 radiation damage at Mark II. (Total 1185)
Damage at Mark IX (Deteriorating): 189.8 Radiation damage each second for 10 seconds (Total 1898)
Damage at Mark II (Inhibiting): 1094.4 Radiation Damage after 4 seconds
Damage at Mark IX (Inhibiting ): 2433.7 Radiation Damage after 4 seconds
AT Mark XII, Deteriorating is in the lead for total damage, but at Mark IX, it's Inhibiting.
"Theme"
Someone else mentioned it before me, but it is what I noticed, too - there doesn't really seem to be a real theme between the secondary deflectors and the powers they buff. The thematic link is very weak. Maybe that's unavoidable if you don't want special secondary deflectors for every power... Still, it feels a bit artificial.
Questions
Anyone know the "cap" modifier for Epics?
I still can't transfer new characters to Tribble to really experiment here.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
"Theme"
Someone else mentioned it before me, but it is what I noticed, too - there doesn't really seem to be a real theme between the secondary deflectors and the powers they buff. The thematic link is very weak. Maybe that's unavoidable if you don't want special secondary deflectors for every power... Still, it feels a bit artificial.
it's still just getting started, i'm sure the devs want to 'feel it out' before committing to something more concrete.
I've posted elsewhere a couple ideas about future thematic secondaries. here's a more thorough list of some i'd like to see (includes fleet deflector procs):
Bug: "defense debuff" of [SA Def] on the Sensor Analysis tooltip does not increment with stacks of SA on the target, reads '0%' even with all 6 stacks on target. I think it is applying, but I didn't look at the hard numbers.
One of the few Secondary Deflectors I was able to craft (since I can't transfer more chars to Tribble) had [SubD] giving 11.2 at Mk X.
Did it actually get the SubD from crafting or from upgrading? Just curious, cause I didn't get anything but the four Sci mods I mentioned earlier on any that I crafted (just PartG, FlwC, Sen, and Em)...but UR gave all sorts of things.
Bug: "defense debuff" of [SA Def] on the Sensor Analysis tooltip does not increment with stacks of SA on the target, reads '0%' even with all 6 stacks on target. I think it is applying, but I didn't look at the hard numbers.
One of the few Secondary Deflectors I was able to craft (since I can't transfer more chars to Tribble) had [SubD] giving 11.2 at Mk X.
I'm assuming that's decompilers... That's very good to hear. The skill is expensive to SPEC, and there's a severe lack of equipment focusing on Decompilers.
Did it actually get the SubD from crafting or from upgrading? Just curious, cause I didn't get anything but the four Sci mods I mentioned earlier on any that I crafted (just PartG, FlwC, Sen, and Em)...but UR gave all sorts of things.
Got it directly crafting an Inhibiting Sec Def at Mk X with a green quality result.
I'm assuming that's decompilers... That's very good to hear. The skill is expensive to SPEC, and there's a severe lack of equipment focusing on Decompilers.
Yeah, Subspace Decompiler.
Screenshot of it if you're really curious. Note: the Radiation Damage is wonky from being in sector space, it's around 2700-2790 in combat space when mounted onto a DSD with 80-125 Aux IIRC.
Got it directly crafting an Inhibiting Sec Def at Mk X with a green quality result.
Nifty, hadn't thought about the various Marks and what it would mean for the mods. All of mine were VR Mk II's when crafted - which could have limited me to those four mods. Will have to take a look at some of the other Marks then. Thanks.
Nifty, hadn't thought about the various Marks and what it would mean for the mods. All of mine were VR Mk II's when crafted - which could have limited me to those four mods. Will have to take a look at some of the other Marks then. Thanks.
Possible I suppose. I managed to craft two more Mk X green Sec Def before I ran out of the mats needed, one mod each: [Gra] - Starship Graviton Generators and [CMS] - Starship Countermeasure Systems.
All 6 mark IIs I managed to get made had the same four yours had, including [Sen]x2 being the only x2.
Kind of an interesting idea if it isn't a bug or random statical loading. It could mean it won't be like really high end AP beam arrays, where you just spam Mark II projects and hope to get the mods you want, then upgrade, you have to start at a higher mark to get certain mods. Boon for level 20 crafters with great DOffs, boon for people looking to just buy decent mark Secondary Deflector from the Exchange, though a bust for anyone wanting to craft at the lower end for profit or self.
Got it directly crafting an Inhibiting Sec Def at Mk X with a green quality result.
Yeah, Subspace Decompiler.
Screenshot of it if you're really curious. Note: the Radiation Damage is wonky from being in sector space, it's around 2700-2790 in combat space when mounted onto a DSD with 80-125 Aux IIRC.
After testing a deteriorating deflector with with tyken's rift, the DoT was affecting the primary target of the rift and not secondary targets caught in the rift. Is this normal behavior for this power? It also appears this is the case with the inhibiting deflector with grav well.
Do I have to do a fresh character copy to get secondary deflector slots on my sci ships? A cursory glance shows that none of my pre-existing characters on Tribble have secondary deflector slots on their ships (Wells Temporal Science Vessel [T5-U], Fleet Deep Space Science Vessel [T5-U], Reconnaissance Science Vessel).
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
Do I have to do a fresh character copy to get secondary deflector slots on my sci ships? A cursory glance shows that none of my pre-existing characters on Tribble have secondary deflector slots on their ships (Wells Temporal Science Vessel [T5-U], Fleet Deep Space Science Vessel [T5-U], Reconnaissance Science Vessel).
Change ships, zone, change back to that ship. I believe that was mentioned in the Patch Notes, though the only ship I've tried has a Sec Def slot already, so I haven't confirmed.
Do I have to do a fresh character copy to get secondary deflector slots on my sci ships? A cursory glance shows that none of my pre-existing characters on Tribble have secondary deflector slots on their ships (Wells Temporal Science Vessel [T5-U], Fleet Deep Space Science Vessel [T5-U], Reconnaissance Science Vessel).
That's odd. My Luna had them as soon as I logged in and looked.
"Rise like Lions after slumber, In unvanquishable number, Shake your chains to earth like dew, Which in sleep had fallen on you-Ye are many they are few"
Change ships, zone, change back to that ship. I believe that was mentioned in the Patch Notes, though the only ship I've tried has a Sec Def slot already, so I haven't confirmed.
Okay after today's Tribble patch and another (admittedly still only cursory because I'm about to head out the door) glance at two characters' ship rosters, I think all of the appropriate ships now have the secondary deflector slot with the exception of my Advanced Research Vessel Retrofit [T5-U].
I started in the Luna on Drozana Station, switched to the Nebula, beamed up to Drozana orbit, switched back to the Luna, beamed back down to Drozana, and still no secondary deflector on the ARVR T5-U.
Nitpicking is a time-honored tradition of science fiction. Asking your readers not to worry about the "little things" is like asking a dog not to sniff at people's crotches. If there's something that appears to violate natural laws, then you can expect someone's going to point it out. That's just the way things are.
Do I have to do a fresh character copy to get secondary deflector slots on my sci ships? A cursory glance shows that none of my pre-existing characters on Tribble have secondary deflector slots on their ships (Wells Temporal Science Vessel [T5-U], Fleet Deep Space Science Vessel [T5-U], Reconnaissance Science Vessel).
Take your Science ships out and cross a few instances. It took me three or four map changes - per ship - to get the UI to sync up and offer the Secondary Deflector slot.
(/\) Exploring Star Trek Online Since July 2008 (/\)
After testing a deteriorating deflector with with tyken's rift, the DoT was affecting the primary target of the rift and not secondary targets caught in the rift. Is this normal behavior for this power? It also appears this is the case with the inhibiting deflector with grav well.
Not surprising, the Tal Shiar 3 piece DoT bonus works the same way.
Comments
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
Their unique bonus is the flanking bonus.
Let's get these babies going.
Also, either a buff to the three set bonus of the Tal Shair Adapted Battlecruiser or giving it a Secondary Deflector slot is really needed to keep it competitive, as it's one of the better options for a Romulan wanting a Sci ship, sadly (even though it's labeled a Battlecruiser it has Sensor Analysis, it's three-set bonus is definately Sci leaning and has a Commander Universal).
Also, with the recent pet nerf, Sci-focused Carriers could use some love too.
I had been hoping this would happen for quite some time now.
Thanks so much.
And I'm looking forward to seeing how the different types of craftable 2nd deflectors work in combat.
**As a suggestion, Decompilers skill is very hard to come by on items..
Hint hint**
...but I was wondering about a couple/a few/some things with that.
Are FlwC, PrtG, Sen, and Em the only standard mods on the initial crafted Secondary Deflector?
Is it possible to get [FlwC]x2, [PrtG]x2, or [Em]x2 or is it only possible to get [Sen]x2 initially?
With that UR mod it picks up, is it the full breadth of Eng and Sci mods there or is it limited to a select group of mods there?
Are there other R&D mods beyond the [+Chance], [-Recharge], [SA -Def], [SA +Dmg], and [SA +Heal] that I saw?
I find it difficult to evaluate the value of the damage from Deteriorating and Inhibiting deflectors. But naively speaking, it sounds more desirable then the healing and shield reduction buff from resonating secondary deflectors.
Maybe there could be some kind of "afterglow" effects like with the radiation damage ones - Say, after 4 seconds, you get a weak science cleanse or something like that. Or is that more something for yet another type of secondary deflector?
Damage Scale by Mark Off?
The damage for Deteriorating radiation damage seems to scale worse than the damage for the inhibiting deflectors. Unless the rarity has a surprisingly strong effect here.
Damage at Mark II (Deteriorating ) 118.5 radiation damage at Mark II. (Total 1185)
Damage at Mark IX (Deteriorating): 189.8 Radiation damage each second for 10 seconds (Total 1898)
Damage at Mark II (Inhibiting): 1094.4 Radiation Damage after 4 seconds
Damage at Mark IX (Inhibiting ): 2433.7 Radiation Damage after 4 seconds
AT Mark XII, Deteriorating is in the lead for total damage, but at Mark IX, it's Inhibiting.
"Theme"
Someone else mentioned it before me, but it is what I noticed, too - there doesn't really seem to be a real theme between the secondary deflectors and the powers they buff. The thematic link is very weak. Maybe that's unavoidable if you don't want special secondary deflectors for every power... Still, it feels a bit artificial.
Questions
Anyone know the "cap" modifier for Epics?
I still can't transfer new characters to Tribble to really experiment here.
"cap" modifier?
it's still just getting started, i'm sure the devs want to 'feel it out' before committing to something more concrete.
I've posted elsewhere a couple ideas about future thematic secondaries. here's a more thorough list of some i'd like to see (includes fleet deflector procs):
Tal Shiar [Stl] [CMS] [SciCdr]
Dominion [[PrtG] [Inc] [Targ],
Voth [Sif] [Gra] [SInt],
Elachi [em] [Shds] [CMan],
Borg [SubD] [ENG] [HullR],
Breen [Flow] [FlwC] [Ins]
Hirogen [Sen] [Threat] [Inc]
It is a science cruiser jybrid and has sensor analysis and subsystem targeting.
This would be a nice thing to keep it competitive and would not 'break' anything.
...#LLAP...
One of the few Secondary Deflectors I was able to craft (since I can't transfer more chars to Tribble) had [SubD] giving 11.2 at Mk X.
Did it actually get the SubD from crafting or from upgrading? Just curious, cause I didn't get anything but the four Sci mods I mentioned earlier on any that I crafted (just PartG, FlwC, Sen, and Em)...but UR gave all sorts of things.
I'm assuming that's decompilers... That's very good to hear. The skill is expensive to SPEC, and there's a severe lack of equipment focusing on Decompilers.
Got it directly crafting an Inhibiting Sec Def at Mk X with a green quality result.
Yeah, Subspace Decompiler.
Screenshot of it if you're really curious. Note: the Radiation Damage is wonky from being in sector space, it's around 2700-2790 in combat space when mounted onto a DSD with 80-125 Aux IIRC.
Nifty, hadn't thought about the various Marks and what it would mean for the mods. All of mine were VR Mk II's when crafted - which could have limited me to those four mods. Will have to take a look at some of the other Marks then. Thanks.
Possible I suppose. I managed to craft two more Mk X green Sec Def before I ran out of the mats needed, one mod each: [Gra] - Starship Graviton Generators and [CMS] - Starship Countermeasure Systems.
All 6 mark IIs I managed to get made had the same four yours had, including [Sen]x2 being the only x2.
Kind of an interesting idea if it isn't a bug or random statical loading. It could mean it won't be like really high end AP beam arrays, where you just spam Mark II projects and hope to get the mods you want, then upgrade, you have to start at a higher mark to get certain mods. Boon for level 20 crafters with great DOffs, boon for people looking to just buy decent mark Secondary Deflector from the Exchange, though a bust for anyone wanting to craft at the lower end for profit or self.
Thanks, looks promising.
Joined January 2009
Change ships, zone, change back to that ship. I believe that was mentioned in the Patch Notes, though the only ship I've tried has a Sec Def slot already, so I haven't confirmed.
Man I'm so freaking pleased that the secondary deflectors are finally a go for science ships! We've come full circle. :cool:
"It's easy to cling to principles when you're standing on a vessel with its bulkheads intact, manned by a crew that's not starving."
That's odd. My Luna had them as soon as I logged in and looked.
Okay after today's Tribble patch and another (admittedly still only cursory because I'm about to head out the door) glance at two characters' ship rosters, I think all of the appropriate ships now have the secondary deflector slot with the exception of my Advanced Research Vessel Retrofit [T5-U].
I started in the Luna on Drozana Station, switched to the Nebula, beamed up to Drozana orbit, switched back to the Luna, beamed back down to Drozana, and still no secondary deflector on the ARVR T5-U.
Joined January 2009
Take your Science ships out and cross a few instances. It took me three or four map changes - per ship - to get the UI to sync up and offer the Secondary Deflector slot.