Nothing simple in this game is it? Where a "110% Strength increase" (whatever that is) amounts to a 15% actual increase. They need stats with enough honest info you can just run it in your head instead this 2% increase here != 2% increase there. Sheesh.
... or are they holding on to it in the hopes that just announcing it will get you to upgrade in a hurry ... ?
Who knows ... , maybe the new UI icons art got priority ... .
that sig is just ...........i think i like it ...but im not sure...yeah i think i do
I so want to believe you're making that up, but some part of me knows you're right. It's a shame.
You know what makes me want to cry? That in the tribble thread for the simplified new ship equipment system, I had to ask for it defaulting to max weaponower and autofire weapons. I asked for this, because I've helped people, at level 50 mind you, who didn't know either of those settings existed.
I don't want to know what it feels like to level to 50 on the "balanced" power setting. Thank roddenberry these people are a minority.
I don't like to bash anyone, but sometimes George Carlin's quote is very applicable: think about how dumb the average person acts. Then realize 50% of people are dumber than that.
Nothing simple in this game is it? Where a "110% Strength increase" (whatever that is) amounts to a 15% actual increase. They need stats with enough honest info you can just run it in your head instead this 2% increase here != 2% increase there. Sheesh.
You say that, but compare the 'average player' at MK XII to the classic MK XIV scimi build, if everything was it's own seperate category:
Damage of one beam: 100
+10.2*12 for being MK XII
+84% from skill points
+20.6 for tac console 1
+20.6 for tac console 2
+20.6 for tac console 3
total damage: 435.0301 damage.
---
Scimitar:
damage of one beam: 100
=10.2*12+105.1+12.5 (MK XII+MK XIV+rarity) (and that's assuming this isn't broken down more)
+99% from skill points
+35.6 for tac console 1
'' x4 for the next 4 tac consoles
+3.3% for AMP proc 1 (it's usually more, but it'd be 3.3 if we assume things work as displayed'
"" x3 for amp procs 2-4
Damage: 3506.534
That's literally 8x the damage if cat 1 buffs worked as displayed. Currently, it's much neater than that - it would be a simple 366 vs 614.632 damage, or just 2/3 extra. Now, I'm not counting Cat 2 buffs in this, since that makes things even more skewed towards the scimi, but you can see why it'd be absurd to do that in the current state. And, if we're revising that, the might as well re-do a lot more with it, as per the above.
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
I can't recall if that's missing anything, but I'm pretty sure that's the inclusive formula...even has the WeaponEnhancementBaseModifier because of the changes they made to Beam Overload.
But let's go with a simple example.
VR Some Kind of Beam Array Mk XIV [CrtD][CrtH][Dmg] as our weapon (not a recommendation - just for this example to include the [Dmg] mod).
We'll fudge the 125 Weapon Power to be all the time.
Won't bother with any Weapon Enhancement.
We'll keep both our Strength and Bonus Boosts simple (lol, I'm not going to try to calculate AMP).
We'll sit at 0.0km on the target.
The target will have no Damage Resistance, and we'll not have applied any Damage Resistance Debuffs.
Base
TRIBBLE/Mk 0 Beam Array: 100
Base = 100
Weapon Power
(WeaponPower - 50) * 0.02 = WeaponPowerBoost
(125 - 50) * 0.02 = 75 * 0.02 = 1.5
WeaponPowerBoost = 1.5
Strength Boosts
Starship Weapon Training, Starship Energy Weapons, and Starship Projectile Weapons provide a Strength boost equal to the 0.005 * the Skill Amount. Not the Rank, but the Skill Amount.
Pirate provides a 1.5% Bonus boost. We'll slot two of them, one Diplomacy Nausicaan and one Hierarchy.
2x Pirate: 2 * 0.015 = 0.03
Emergency Power to Weapons I provides +10% Bonus.
EPtWI = 0.1
Going to fudge enough Starship Attack Patterns to make Attack Pattern Omega III a nice even number.
APO3 = 0.25
The two piece Nukara Strikeforce Technologies set bonus was buffed some time back also to provide a Bonus boost to Weapon Damage of +2.5%.
2pc Nukara = 0.025
Like I said, just keeping it simple - no Crit nor other Bonus boosts, no APA, GDF, TacFleet, etc.
0.03 + 0.1 + 0.25 + 0.025 = 0.405
SumAllBonusBoosts = 0.405
Okay then, so looking at our formula again, we can fill it in with those values. Keeping in mind that without any of the items in YellowGreen, that we will use a 0.
We'd have to subtract those particular Strength boosts and add them in on their own there. Well then, so 5.115 - 0.05 {for the [Dmg]} - 2.3 {for the Mk XIV} - 0.075 {for the Very Rare) = 2.69, which would be our new SumAllStrengthBoost. Our WeaponStuffBoost would be equal to what we just removed, 5.115 - 2.69 = 2.425, and we could do a quick recalculation with that.
100 * 2.5 * 3.69 * 3.425 * 1.405 = 4439.1853125; we'll round off to a single decimal place; 4439.2
Changing nothing but the formula there, took us from 2287.2 to 4439.2 damage...an increase of around 94.1% damage. It would be a heinous boost that would totally TRIBBLE up any kind of semblance of balance, eh?
I seem to recall somebody having brought up splitting the Strength boosts before...or was it Bonus boosts, don't remember...but a dev explained how out of whack things would be, I think...just can't remember. Couldn't find the thread...meh, I need more caffeine.
I seem to recall somebody having brought up splitting the Strength boosts before...or was it Bonus boosts, don't remember...but a dev explained how out of whack things would be, I think...just can't remember. Couldn't find the thread...meh, I need more caffeine.
Yeah, it gets absurd if you seperate everything. I'm suggesting you seperate weapon mark/rarity/dmg mods from everything else, and re-tweak the values on, well, most of the cat 1 buffs and on weapon mark/rarity/base damage to make up for it.
Basically, if I do it right, I can effectively buff damage as a modifier, (putting it in a category with less things would be a bit of an innate buff), normalize MK XII->XIV as being a 30% increase across the board (by having only minor other things in the same category as it), and make tactical consoles more relevant, or more true to their face value, either one. And, while I'm reworking cat 1 buffs, we could just standardize AMP to 5%, scaling with nothing, since I can't get my head around the math of it currently. :P
SCM - Crystal C. (S) - [00:12] DMG(DPS) - @jarvisandalfred: 8.63M(713.16K) - Fed Sci
Question is - is it a shameless money grab to increase the gear cap and ask people to spend in-game currency on items in a F2P game, or shameless impatience to not be willing to grind for it?
It is,and for two reasons:
1. This ingame currency (Dilithium) can be traded for another currency (Zen) which can be bought with real world money.
2. The demand for this ingame currency (Dilithium) throughout the game far exceeds the earning potential of a single player.
In short: it is impossible to make any meaningful progress,within any reasonable timeframe,without additional currency being added from outside sources.
The PWE/Cryptic sweatshop...not where the game is made,but where the game is played!
Take back your home,end the grind!
Volunteer moderators policing the forums is like a mall cop trying to solve a murder.
That's literally 8x the damage if cat 1 buffs worked as displayed. Currently, it's much neater than that - it would be a simple 366 vs 614.632 damage, or just 2/3 extra. Now, I'm not counting Cat 2 buffs in this, since that makes things even more skewed towards the scimi, but you can see why it'd be absurd to do that in the current state. And, if we're revising that, the might as well re-do a lot more with it, as per the above.
Cat 1 Cat 2 what? What is all this? Where is anything explained? How is anyone supposed to run an equation with a dozen variables in their head? Shouldn't need a spreadsheet and an index to predict the game. And more importantly if they're gonna say what something does then be accurate.
Yeah I'm ranting, but what I want is some accurate labeling more than anything else. If something says it will do a 2% boost it results in a 2% boost, not list +32% when the actual result is about 8% in case X, but something listed as +3% actually adds +15% in case Y. They need to give us some clear information so we can see what actually matters and what is just a superfluous trinket, not have to go hunting for pages of not-exactly-clear data.
In short: it is impossible to make any meaningful progress,within any reasonable timeframe,without additional currency being added from outside sources.
Eh its not THAT hard to make significant dil if you just plan things out ahead of time. I mean upcoming dil weekend in a few weeks I expect to make half a million dil just from contraband alone. Its just a question of getting a straight answer from Cryptic on what is actually worth investing in for a worthwhile return, and whats just pissing it away on insignificant bling. But there's no need to ever actually spend money on anything.
Comments
He also needs to learn how to spell "losing." :rolleyes:
Centurion maximus92
12th Legion, Romulan Republic
12th Fleet
=\/= ================================ =\/=
that sig is just ...........i think i like it ...but im not sure...yeah i think i do
You know what makes me want to cry? That in the tribble thread for the simplified new ship equipment system, I had to ask for it defaulting to max weaponower and autofire weapons. I asked for this, because I've helped people, at level 50 mind you, who didn't know either of those settings existed.
I don't want to know what it feels like to level to 50 on the "balanced" power setting. Thank roddenberry these people are a minority.
I don't like to bash anyone, but sometimes George Carlin's quote is very applicable: think about how dumb the average person acts. Then realize 50% of people are dumber than that.
You say that, but compare the 'average player' at MK XII to the classic MK XIV scimi build, if everything was it's own seperate category:
Damage of one beam: 100
+10.2*12 for being MK XII
+84% from skill points
+20.6 for tac console 1
+20.6 for tac console 2
+20.6 for tac console 3
total damage: 435.0301 damage.
---
Scimitar:
damage of one beam: 100
=10.2*12+105.1+12.5 (MK XII+MK XIV+rarity) (and that's assuming this isn't broken down more)
+99% from skill points
+35.6 for tac console 1
'' x4 for the next 4 tac consoles
+3.3% for AMP proc 1 (it's usually more, but it'd be 3.3 if we assume things work as displayed'
"" x3 for amp procs 2-4
Damage: 3506.534
That's literally 8x the damage if cat 1 buffs worked as displayed. Currently, it's much neater than that - it would be a simple 366 vs 614.632 damage, or just 2/3 extra. Now, I'm not counting Cat 2 buffs in this, since that makes things even more skewed towards the scimi, but you can see why it'd be absurd to do that in the current state. And, if we're revising that, the might as well re-do a lot more with it, as per the above.
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
I can't recall if that's missing anything, but I'm pretty sure that's the inclusive formula...even has the WeaponEnhancementBaseModifier because of the changes they made to Beam Overload.
But let's go with a simple example.
VR Some Kind of Beam Array Mk XIV [CrtD][CrtH][Dmg] as our weapon (not a recommendation - just for this example to include the [Dmg] mod).
We'll fudge the 125 Weapon Power to be all the time.
Won't bother with any Weapon Enhancement.
We'll keep both our Strength and Bonus Boosts simple (lol, I'm not going to try to calculate AMP).
We'll sit at 0.0km on the target.
The target will have no Damage Resistance, and we'll not have applied any Damage Resistance Debuffs.
Base
TRIBBLE/Mk 0 Beam Array: 100
Base = 100
Weapon Power
(WeaponPower - 50) * 0.02 = WeaponPowerBoost
(125 - 50) * 0.02 = 75 * 0.02 = 1.5
WeaponPowerBoost = 1.5
Strength Boosts
Starship Weapon Training, Starship Energy Weapons, and Starship Projectile Weapons provide a Strength boost equal to the 0.005 * the Skill Amount. Not the Rank, but the Skill Amount.
9 Starship Weapon Training (99 Skill): 99 * 0.005 = 0.495
9 Starship Energy Weapons (99 Skill): 99 * 0.005 = 0.495
Accolades provide a Strength boost of +2%.
Some Accolade = 0.02
Mark I through XII each provide +10% Strength. Mk XIII provides +40%, and Mk XIV provides +70%.
Mk XII: (12 * 0.1) = 1.2
Mk XIII = 0.4
Mk XIV = 0.7
Each Rarity (Uncommon, Rare, Very Rare, and Ultra Rare) provides a +2.5% Strength boost, while the Epic Rarity provides a +5% Strength boost.
Very Rare: 3 * 0.025 = 0.075
Each [Dmg] mod provides +5% Strength.
1x [Dmg] = 0.05
An Epic Mk XIV Advanced Tactical Vulnerability Exploiter/Locator console provides a +37.5% Strength boost. We'll slot four of them.
4x G14 Locators: 4 * 0.375 = 1.5
0.495 + 0.495 + 0.02 + 2.3 + 0.075 + 0.05 + 1.5 = 5.115
SumAllStrengthBoosts = 5.115
Bonus Boosts
Pirate provides a 1.5% Bonus boost. We'll slot two of them, one Diplomacy Nausicaan and one Hierarchy.
2x Pirate: 2 * 0.015 = 0.03
Emergency Power to Weapons I provides +10% Bonus.
EPtWI = 0.1
Going to fudge enough Starship Attack Patterns to make Attack Pattern Omega III a nice even number.
APO3 = 0.25
The two piece Nukara Strikeforce Technologies set bonus was buffed some time back also to provide a Bonus boost to Weapon Damage of +2.5%.
2pc Nukara = 0.025
Like I said, just keeping it simple - no Crit nor other Bonus boosts, no APA, GDF, TacFleet, etc.
0.03 + 0.1 + 0.25 + 0.025 = 0.405
SumAllBonusBoosts = 0.405
Okay then, so looking at our formula again, we can fill it in with those values. Keeping in mind that without any of the items in YellowGreen, that we will use a 0.
Damage = Base * (1 - WeaponEnhancementBaseModifier) * (1 + WeaponPowerBoost) * (1 + WeaponEnhancementBoost) * (1 + SumAllStrengthBoost) * (1 + SumAllBonusBoost) * (1 - RangePenalty) * (1 - DamageResistance)
Damage = 100 * (1 - 0) * (1 + 1.5) * (1 + 0) * (1 + 5.115) * (1 + 0.405) * (1 - 0) * (1 - 0)
Damage = 100 * 1 * 2.5 * 1 * 6.5115 * 1.405 * 1 * 1
Damage = 100 * 22.87164375
Damage = 2287.164375; we'll round off to a single decimal place; 2287.2
Okay then, so say we changed that formula to separate out the boosts tied to the Weapon, eh? WeaponStuffBoost? Meh, I don't what to call it.
NOT THE FORMULA
Damage = Base * (1 - WeaponEnhancementBaseModifier) * (1 + WeaponPowerBoost) * (1 + WeaponEnhancementBoost) * (1 + WeaponStuffBoost) * (1 + SumAllStrengthBoost) * (1 + SumAllBonusBoost) * (1 - RangePenalty) * (1 - DamageResistance)
NOT THE FORMULA
We'd have to subtract those particular Strength boosts and add them in on their own there. Well then, so 5.115 - 0.05 {for the [Dmg]} - 2.3 {for the Mk XIV} - 0.075 {for the Very Rare) = 2.69, which would be our new SumAllStrengthBoost. Our WeaponStuffBoost would be equal to what we just removed, 5.115 - 2.69 = 2.425, and we could do a quick recalculation with that.
100 * 2.5 * 3.69 * 3.425 * 1.405 = 4439.1853125; we'll round off to a single decimal place; 4439.2
Changing nothing but the formula there, took us from 2287.2 to 4439.2 damage...an increase of around 94.1% damage. It would be a heinous boost that would totally TRIBBLE up any kind of semblance of balance, eh?
I seem to recall somebody having brought up splitting the Strength boosts before...or was it Bonus boosts, don't remember...but a dev explained how out of whack things would be, I think...just can't remember. Couldn't find the thread...meh, I need more caffeine.
Perhaps that was his intention.
Yeah, it gets absurd if you seperate everything. I'm suggesting you seperate weapon mark/rarity/dmg mods from everything else, and re-tweak the values on, well, most of the cat 1 buffs and on weapon mark/rarity/base damage to make up for it.
Basically, if I do it right, I can effectively buff damage as a modifier, (putting it in a category with less things would be a bit of an innate buff), normalize MK XII->XIV as being a 30% increase across the board (by having only minor other things in the same category as it), and make tactical consoles more relevant, or more true to their face value, either one. And, while I'm reworking cat 1 buffs, we could just standardize AMP to 5%, scaling with nothing, since I can't get my head around the math of it currently. :P
SCM - Hive (S) - [02:31] DMG(DPS) - @jarvisandalfred: 30.62M(204.66K) - Fed Sci
Tacs are overrated.
Game's best wiki
Build questions? Look here!
It is,and for two reasons:
1. This ingame currency (Dilithium) can be traded for another currency (Zen) which can be bought with real world money.
2. The demand for this ingame currency (Dilithium) throughout the game far exceeds the earning potential of a single player.
In short: it is impossible to make any meaningful progress,within any reasonable timeframe,without additional currency being added from outside sources.
Take back your home,end the grind!
Volunteer moderators policing the forums is like a mall cop trying to solve a murder.
Given what frame of time?
Cat 1 Cat 2 what? What is all this? Where is anything explained? How is anyone supposed to run an equation with a dozen variables in their head? Shouldn't need a spreadsheet and an index to predict the game. And more importantly if they're gonna say what something does then be accurate.
Yeah I'm ranting, but what I want is some accurate labeling more than anything else. If something says it will do a 2% boost it results in a 2% boost, not list +32% when the actual result is about 8% in case X, but something listed as +3% actually adds +15% in case Y. They need to give us some clear information so we can see what actually matters and what is just a superfluous trinket, not have to go hunting for pages of not-exactly-clear data.
Eh its not THAT hard to make significant dil if you just plan things out ahead of time. I mean upcoming dil weekend in a few weeks I expect to make half a million dil just from contraband alone. Its just a question of getting a straight answer from Cryptic on what is actually worth investing in for a worthwhile return, and whats just pissing it away on insignificant bling. But there's no need to ever actually spend money on anything.