Radiant Detonation Module
Chance on weapon attacks to cause a moderate amount of radiation damage in an AoE and remove buffs from affected targets.
The module is meant for pvp since npcs don't have buffs. And that is clearly op. It is ground subnuc but passive and with AoE affect. Even if it is jsut a 2.5% proc chance to stripe one buff it is still game breaking becasue you will have premades using the omega autocarbon to rapidly strip buffs of the enemy team. I suggest that it just needs to have AoE dmg since the subnuc already won't work in pve.
I totally agree. It is completely useless for PVE, since ground NPC's don't use buffs. It would only affect PvP, and any team that had it would have a distinct advantage. It would be pointless of buffing, because neither team would be able to keep them (and it takes forever to buff these days).
To give a mathmatical example, the omega carbine primary alone fires 3 shots a second (I'm not even going to get to secondary, a lot of shots). Now with the 2.5% proc chance, that would mean it would have a 7.5% chance of to proc every volley of fire (second). The average assualt match lasts 15-20, but for this instance we will say it's 15. 7.5% chance a second in 15 minutes and we have this going off 67.5 times (on average) a match per player.
Seriously? Come on, have a full map of 20 doing this and count up how many times this will proc. Since it is a team-fight based map with and AOE proc, the majority of either side would be hit every proc.
If you want ground pvp to have no buffs involved and make it purely a 3rd person shooter with auto target, be my guest, I won't play it.
If you wish for me to walk the math through step by step just ask, I can send you a link or something with the work on it.
what component of this rep doesn't bury pvp even deeper?
and those rep weapons that speed up their fire rate, thats a potentially huge DPS multiplier right there. all those DPS kiddies are gunna have to cash in and buy a whole set of them, and then cash in to upgrade them, but cryptic was nice enough to keep it in their favorite weapon type at least. surely they are the easiest bunch to fleece money from, no wonder cryptic keeps bending them over with stuff like this.
Your math is a little wrong. 3 shots with 2.5 chance does not mean you multiply them together to get a chance. Proc chances dont work like that. Although it is not far off. In a 3 round burst if you get a proc chance per round you would have a 7.3% chance that one of the three would proc. Math is a hard to describe maybe one of the gurus would be happy to explain, i had to use a chance mulitplier i found on the web.
Alright, I will admit my calculations can be a bit off.
Even with your 7.3% chance, that does not change the player average very much.
Updated-per character: 65.7
It changed it by an average of 1 proc.
Even if there are slight errors, you get the point, no?
Edit: Nice meme
I am wondering if the chance is per firing cycle or per shot either way it is bad since compression has a very close rate of fire and is better. Unless this thing has a tiny proc chance and a 1 meter range (I doubt it), I might do what Falk did and delete all my chars. Cause no way I will create all new chars. Then it is saying weapon but knowing them it'll end up affecting security escorts.
what component of this rep doesn't bury pvp even deeper?
and those rep weapons that speed up their fire rate, thats a potentially huge DPS multiplier right there. all those DPS kiddies are gunna have to cash in and buy a whole set of them, and then cash in to upgrade them, but cryptic was nice enough to keep it in their favorite weapon type at least. surely they are the easiest bunch to fleece money from, no wonder cryptic keeps bending them over with stuff like this.
One of the few times I 100% agree with you. The while reputation of just power creep of the worst kind (damage/heals/resistance) hiked to the max.
I held just a slight bit of hope they were finally making a good science reputation. Nope, just more of the same junk we're thrown every season.
what component of this rep doesn't bury pvp even deeper?
and those rep weapons that speed up their fire rate, thats a potentially huge DPS multiplier right there. all those DPS kiddies are gunna have to cash in and buy a whole set of them, and then cash in to upgrade them, but cryptic was nice enough to keep it in their favorite weapon type at least. surely they are the easiest bunch to fleece money from, no wonder cryptic keeps bending them over with stuff like this.
It's pretty much forcing that form of Antiproton to be the End-All-Be-All of weaponry. They already said it retains the inherent Crit Severity of traditional AP, but now you can have moar of it? I'm amazed that someone had pitched the idea, people listened, then bought off on it and said, "Make it happen." I wasn't bothered by anything I read until I got to that part in the blog.
what component of this rep doesn't bury pvp even deeper?
and those rep weapons that speed up their fire rate, thats a potentially huge DPS multiplier right there. all those DPS kiddies are gunna have to cash in and buy a whole set of them, and then cash in to upgrade them, but cryptic was nice enough to keep it in their favorite weapon type at least. surely they are the easiest bunch to fleece money from, no wonder cryptic keeps bending them over with stuff like this.
All nice and dandy but you didnt even bother to check them. Rate of fire is only on reputation set weapons so its only 1 beam array and one DHC. Rate of fire works only on that weapons and they got acc x2 mod only and worse critd then normal AP. 30% cycle haste is hardly gamebreaking for one slot comparing to crafted 3xcrtd pen or 4x crtd AP weapons.
It's pretty much forcing that form of Antiproton to be the End-All-Be-All of weaponry. They already said it retains the inherent Crit Severity of traditional AP, but now you can have moar of it? I'm amazed that someone had pitched the idea, people listened, then bought off on it and said, "Make it happen." I wasn't bothered by anything I read until I got to that part in the blog.
Amazing.
I just logged into Tribble a bit ago, and while I couldn't look at the standard Radiant Antiproton weapons because the dilithium store wasn't hooked up for the reputation, the Advanced Radiant weapons didn't seem to have any more Crit Severity than traditional Antiproton weapons. Additionally, it appeared to only have an [Acc] mod to compensate for its additional effects.
The universe has a wonderful sense of humor. The trick is learning how to take a joke.
I just logged into Tribble a bit ago, and while I couldn't look at the standard Radiant Antiproton weapons because the dilithium store wasn't hooked up for the reputation, the Advanced Radiant weapons didn't seem to have any more Crit Severity than traditional Antiproton weapons. Additionally, it appeared to only have an [Acc] mod to compensate for its additional effects.
I didn't say it would have more Crit Severity than even regular Antiproton. What I am having issue with is that it's still going to have the Crit Severity built in as well as being able to fire faster. Whether this applies to only the Advanced versions (rep project ones) or the regular rep ones (rep dil store), it has big ramifications.
The other Antiproton variants, Fluidic and Voth, were total failures because they never had what made regular Antiproton great: The built in Crit Severity mod. Instead they got a proc with a 2.5% chance of a useless effect.
But the new Antiproton variant is different. It has the built in Crit Severity mod. Does it have the full, regular Crit Severity as standard Antiproton weapons do? Or is it reduced? Because we're about to have a weapon that has the Crit Severity built in on top of being able to fire faster not because of a proc chance, but just because you're firing it.
Compared to every weapon before, even regular Antiproton, that has big implications regardless if it's applied only to the Advanced versions or not.
Your math is a little wrong. 3 shots with 2.5 chance does not mean you multiply them together to get a chance. Proc chances dont work like that. Although it is not far off. In a 3 round burst if you get a proc chance per round you would have a 7.3% chance that one of the three would proc. Math is a hard to describe maybe one of the gurus would be happy to explain, i had to use a chance mulitplier i found on the web.
The math isn't that complicated.
1 - ( ( 1 - x ) ^ y )
Every roll will always have the 2.5% chance... that formula describes the chances of one of the rolls hitting if all rolls have a 2.5% chance.
3 rolls 2.5% = 7.314% that one of the 3 will proc.
I didn't say it would have more Crit Severity than even regular Antiproton. What I am having issue with is that it's still going to have the Crit Severity built in as well as being able to fire faster. Whether this applies to only the Advanced versions (rep project ones) or the regular rep ones (rep dil store), it has big ramifications.
The other Antiproton variants, Fluidic and Voth, were total failures because they never had what made regular Antiproton great: The built in Crit Severity mod. Instead they got a proc with a 2.5% chance of a useless effect.
But the new Antiproton variant is different. It has the built in Crit Severity mod. Does it have the full, regular Crit Severity as standard Antiproton weapons do? Or is it reduced? Because we're about to have a weapon that has the Crit Severity built in on top of being able to fire faster not because of a proc chance, but just because you're firing it.
Compared to every weapon before, even regular Antiproton, that has big implications regardless if it's applied only to the Advanced versions or not.
It has the same +10 crit severity from standard Antiproton, but at least the Advanced Radiant can't have any more than that at VR. If it's any indication, the most you'll be able to get out of standard Radiant is [CrtD]x2 where crafted Antiproton could have [CrtD]x3 or [CrtD]x2 and your choice of crafting-specific mod. There's another consideration here as well. We don't know which of the 2 mods correspond to "standard" Radiant. Do they get the temporary hitpoints or the speed upgrade, since I doubt it's both. The tooltip for the Advanced Radiant reads that the "firing haste" effect ONLY applies to the weapon that proc'd the effect. If the firing haste proc is limited to the Advanced Radiant weapon, then it's an increase on a single weapon only, rather than the entire set of them. Given the text for the 2-piece arsenal bonus stating it improves the temporary hitpoints granted by Radiant weapons, I assume this is the case.
My main concern is the 4-piece space set/3-piece ground set bonus as it currently exists. 33% team-wide damage boost, 20% max hull/health increase and 10% movement speed increase for 30 seconds with a 2 minute cooldown. A team of 4 could maintain this buff indefinitely.
The universe has a wonderful sense of humor. The trick is learning how to take a joke.
My main concern is the 4-piece space set/3-piece ground set bonus as it currently exists. 33% team-wide damage boost, 20% max hull/health increase and 10% movement speed increase for 30 seconds with a 2 minute cooldown. A team of 4 could maintain this buff indefinitely.
Well on ground under the affects of ti two tacs could keep it up. IF it stacks that is a very bad recipe too. I will admit I not very knowledgeable about space but it seams to me a team of cloakers can basically stack it and vape the opposing team easily.
All nice and dandy but you didnt even bother to check them. Rate of fire is only on reputation set weapons so its only 1 beam array and one DHC. Rate of fire works only on that weapons and they got acc x2 mod only and worse critd then normal AP. 30% cycle haste is hardly gamebreaking for one slot comparing to crafted 3xcrtd pen or 4x crtd AP weapons.
1st of all, 30% haste is huge, im no math guru but im pretty sure that a 30% buff in DPS for that weapon, some crit mods can out DPS that? i cant believe its more then 5 or 10%, wow. second of all, ONLY the set weapons have that? i somehow doubt it, what do the rep store weapons have if not hastened cycles as well?
I have a present for all of you. http://i.imgur.com/5VrM90R.png Exact stats on all of the rep traits. As you can see radiant detonation is more op than we thought. 5% chance.
I'ld do the math on it 3 shots per sec with a 5% chance to proc and strip buffs is 14.3% per sec. Lets do more math with the omega autocarbon secondary which is 5 shots per sec in an AoE to it goes up with other people around. But lets just do 1 person so 5 shots is a 22.6% chance to happen. Lets not even get into using this with neural overload since both will probably stack. Nueral is a 10% chance by the way.
1st of all, 30% haste is huge, im no math guru but im pretty sure that a 30% buff in DPS for that weapon, some crit mods can out DPS that? i cant believe its more then 5 or 10%, wow. second of all, ONLY the set weapons have that? i somehow doubt it, what do the rep store weapons have if not hastened cycles as well?
Temporary HP. And loosing 70 or 90 crtd is big. While I need to remind you that 30% haste means bigger drain even with overcapping and thats impact other weapons as well. Probably so math freak will do the math(Virus im looking at you).
Wow, didn't realise it was a 5% chance for ground. I also didn't know it was also for space. This will probably TRIBBLE up both pvp areas, since in space one has multiple weapons, and each weapon can fire multiple shots (commonly DHC and turrets). God help the spacers if people attach quads.
On the ground point, 5% chance? Oh god.
This is worse than the nukara freeze, except more op. I feel like Cryptic keeps adding things they think we want but we never asked for (or some random person who plays once a year and is level 15 posted about). We don't want this, change it to a passive upgrade to deal radiation damage. We don't need another subnuke!
Wow, didn't realise it was a 5% chance for ground. I also didn't know it was also for space. This will probably TRIBBLE up both pvp areas, since in space one has multiple weapons, and each weapon can fire multiple shots (commonly DHC and turrets). God help the spacers if people attach quads.
On the ground point, 5% chance? Oh god.
This is worse than the nukara freeze, except more op. I feel like Cryptic keeps adding things they think we want but we never asked for (or some random person who plays once a year and is level 15 posted about). We don't want this, change it to a passive upgrade to deal radiation damage. We don't need another subnuke!
DON'T DO IT CRYPTIC
(plox)
Well space is 2.5%. But ya they should just do the AoE dmg.
Okay so the plasma repeater pistol can fire 4 shots per second and sustain it for about 12 seconds. So on ground you have an 18.5% chance to strip your enemies buffs per second. Then lets do the calculations to strip all buffs using neural overload neural overload at is another 34.3% chance. So stack the 18.5% chance from this new rep power with neural overload of 34.3%. Nah none of that is a problem. It is just like DR the best thing ever and all the players hate it.
I'ld do the math on it 3 shots per sec with a 5% chance to proc and strip buffs is 14.3% per sec. Lets do more math with the omega autocarbon secondary which is 5 shots per sec in an AoE to it goes up with other people around. But lets just do 1 person so 5 shots is a 22.6% chance to happen. Lets not even get into using this with neural overload since both will probably stack. Nueral is a 10% chance by the way.
Because this is going to be a weapon proc the ability will be on a "per fire cycle" basis rather than a per hit basis. (Whereas Neural Overload is on a per hit basis) Thus it will be better to have weapons with single hits to increase the number of weapon activation at any given second. A buff strip won't be so bad; but there needs to be a buff removal cap AND an immunity period on the player of 20-30 seconds. If there is not this ability will quickly become the staple of gameplay and everyone will be playing without any active buffs on their characters.
Because this is going to be a weapon proc the ability will be on a "per fire cycle" basis rather than a per hit basis. (Whereas Neural Overload is on a per hit basis) Thus it will be better to have weapons with single hits to increase the number of weapon activation at any given second. A buff strip won't be so bad; but there needs to be a buff removal cap AND an immunity period on the player of 20-30 seconds. If there is not this ability will quickly become the staple of gameplay and everyone will be playing without any active buffs on their characters.
Interesting, but it doesn't change it that much a compression pistol has a very close firing rate. It is very close to 3 shots a second if I am not mistaken. I think a 30-60 second immunity period. Plus buff strip will affect tac the most and since science relies on casting more than buffing it will be a major buff to sci.
Because this is going to be a weapon proc the ability will be on a "per fire cycle" basis rather than a per hit basis. (Whereas Neural Overload is on a per hit basis) Thus it will be better to have weapons with single hits to increase the number of weapon activation at any given second. A buff strip won't be so bad; but there needs to be a buff removal cap AND an immunity period on the player of 20-30 seconds. If there is not this ability will quickly become the staple of gameplay and everyone will be playing without any active buffs on their characters.
All of you remember the nukara freeze?
Yeah this has a waaay higher chance to proc.
Plus, the nukara freeze was basically an "on-hit" proc (since some hits would crit some wouldn't). Each hit is separate, and since this is also a rep weapon proc, it could have the same "on-hit" mechanics.
Also, let me count how many buffs I usually use for just 1 attack...
Oh wait I use just about all of my time-lasting abilities, that's about 9.
The one with the shortest cooldown is 30 seconds, which means I can't do anything for 30 seconds (anything useful).
Oh, and btw, it's not just a problem that it's a subnuke, it's a constant AOE proc-on-weapons subnuke.
Comments
To give a mathmatical example, the omega carbine primary alone fires 3 shots a second (I'm not even going to get to secondary, a lot of shots). Now with the 2.5% proc chance, that would mean it would have a 7.5% chance of to proc every volley of fire (second). The average assualt match lasts 15-20, but for this instance we will say it's 15. 7.5% chance a second in 15 minutes and we have this going off 67.5 times (on average) a match per player.
Seriously? Come on, have a full map of 20 doing this and count up how many times this will proc. Since it is a team-fight based map with and AOE proc, the majority of either side would be hit every proc.
If you want ground pvp to have no buffs involved and make it purely a 3rd person shooter with auto target, be my guest, I won't play it.
If you wish for me to walk the math through step by step just ask, I can send you a link or something with the work on it.
DON'T DO IT CRYPTIC
and those rep weapons that speed up their fire rate, thats a potentially huge DPS multiplier right there. all those DPS kiddies are gunna have to cash in and buy a whole set of them, and then cash in to upgrade them, but cryptic was nice enough to keep it in their favorite weapon type at least. surely they are the easiest bunch to fleece money from, no wonder cryptic keeps bending them over with stuff like this.
Even with your 7.3% chance, that does not change the player average very much.
Updated-per character: 65.7
It changed it by an average of 1 proc.
Even if there are slight errors, you get the point, no?
Edit: Nice meme
I am wondering if the chance is per firing cycle or per shot either way it is bad since compression has a very close rate of fire and is better. Unless this thing has a tiny proc chance and a 1 meter range (I doubt it), I might do what Falk did and delete all my chars. Cause no way I will create all new chars. Then it is saying weapon but knowing them it'll end up affecting security escorts.
I've done 4 public matches today. Even had two premades.
One of the few times I 100% agree with you. The while reputation of just power creep of the worst kind (damage/heals/resistance) hiked to the max.
I held just a slight bit of hope they were finally making a good science reputation. Nope, just more of the same junk we're thrown every season.
It's pretty much forcing that form of Antiproton to be the End-All-Be-All of weaponry. They already said it retains the inherent Crit Severity of traditional AP, but now you can have moar of it? I'm amazed that someone had pitched the idea, people listened, then bought off on it and said, "Make it happen." I wasn't bothered by anything I read until I got to that part in the blog.
Amazing.
All nice and dandy but you didnt even bother to check them. Rate of fire is only on reputation set weapons so its only 1 beam array and one DHC. Rate of fire works only on that weapons and they got acc x2 mod only and worse critd then normal AP. 30% cycle haste is hardly gamebreaking for one slot comparing to crafted 3xcrtd pen or 4x crtd AP weapons.
I just logged into Tribble a bit ago, and while I couldn't look at the standard Radiant Antiproton weapons because the dilithium store wasn't hooked up for the reputation, the Advanced Radiant weapons didn't seem to have any more Crit Severity than traditional Antiproton weapons. Additionally, it appeared to only have an [Acc] mod to compensate for its additional effects.
The universe has a wonderful sense of humor. The trick is learning how to take a joke.
I didn't say it would have more Crit Severity than even regular Antiproton. What I am having issue with is that it's still going to have the Crit Severity built in as well as being able to fire faster. Whether this applies to only the Advanced versions (rep project ones) or the regular rep ones (rep dil store), it has big ramifications.
The other Antiproton variants, Fluidic and Voth, were total failures because they never had what made regular Antiproton great: The built in Crit Severity mod. Instead they got a proc with a 2.5% chance of a useless effect.
But the new Antiproton variant is different. It has the built in Crit Severity mod. Does it have the full, regular Crit Severity as standard Antiproton weapons do? Or is it reduced? Because we're about to have a weapon that has the Crit Severity built in on top of being able to fire faster not because of a proc chance, but just because you're firing it.
Compared to every weapon before, even regular Antiproton, that has big implications regardless if it's applied only to the Advanced versions or not.
The math isn't that complicated.
1 - ( ( 1 - x ) ^ y )
Every roll will always have the 2.5% chance... that formula describes the chances of one of the rolls hitting if all rolls have a 2.5% chance.
3 rolls 2.5% = 7.314% that one of the 3 will proc.
It has the same +10 crit severity from standard Antiproton, but at least the Advanced Radiant can't have any more than that at VR. If it's any indication, the most you'll be able to get out of standard Radiant is [CrtD]x2 where crafted Antiproton could have [CrtD]x3 or [CrtD]x2 and your choice of crafting-specific mod. There's another consideration here as well. We don't know which of the 2 mods correspond to "standard" Radiant. Do they get the temporary hitpoints or the speed upgrade, since I doubt it's both. The tooltip for the Advanced Radiant reads that the "firing haste" effect ONLY applies to the weapon that proc'd the effect. If the firing haste proc is limited to the Advanced Radiant weapon, then it's an increase on a single weapon only, rather than the entire set of them. Given the text for the 2-piece arsenal bonus stating it improves the temporary hitpoints granted by Radiant weapons, I assume this is the case.
My main concern is the 4-piece space set/3-piece ground set bonus as it currently exists. 33% team-wide damage boost, 20% max hull/health increase and 10% movement speed increase for 30 seconds with a 2 minute cooldown. A team of 4 could maintain this buff indefinitely.
The universe has a wonderful sense of humor. The trick is learning how to take a joke.
Well on ground under the affects of ti two tacs could keep it up. IF it stacks that is a very bad recipe too. I will admit I not very knowledgeable about space but it seams to me a team of cloakers can basically stack it and vape the opposing team easily.
1st of all, 30% haste is huge, im no math guru but im pretty sure that a 30% buff in DPS for that weapon, some crit mods can out DPS that? i cant believe its more then 5 or 10%, wow. second of all, ONLY the set weapons have that? i somehow doubt it, what do the rep store weapons have if not hastened cycles as well?
Please excuse the fact that they look bad
L O L, cryptic :facepalm:
Didnt have time and tools to format it because I had to do it on fly.....
On the ground point, 5% chance? Oh god.
This is worse than the nukara freeze, except more op. I feel like Cryptic keeps adding things they think we want but we never asked for (or some random person who plays once a year and is level 15 posted about). We don't want this, change it to a passive upgrade to deal radiation damage. We don't need another subnuke!
DON'T DO IT CRYPTIC
(plox)
Well space is 2.5%. But ya they should just do the AoE dmg.
Because this is going to be a weapon proc the ability will be on a "per fire cycle" basis rather than a per hit basis. (Whereas Neural Overload is on a per hit basis) Thus it will be better to have weapons with single hits to increase the number of weapon activation at any given second. A buff strip won't be so bad; but there needs to be a buff removal cap AND an immunity period on the player of 20-30 seconds. If there is not this ability will quickly become the staple of gameplay and everyone will be playing without any active buffs on their characters.
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
Interesting, but it doesn't change it that much a compression pistol has a very close firing rate. It is very close to 3 shots a second if I am not mistaken. I think a 30-60 second immunity period. Plus buff strip will affect tac the most and since science relies on casting more than buffing it will be a major buff to sci.
All of you remember the nukara freeze?
Yeah this has a waaay higher chance to proc.
Plus, the nukara freeze was basically an "on-hit" proc (since some hits would crit some wouldn't). Each hit is separate, and since this is also a rep weapon proc, it could have the same "on-hit" mechanics.
Also, let me count how many buffs I usually use for just 1 attack...
Oh wait I use just about all of my time-lasting abilities, that's about 9.
The one with the shortest cooldown is 30 seconds, which means I can't do anything for 30 seconds (anything useful).
Oh, and btw, it's not just a problem that it's a subnuke, it's a constant AOE proc-on-weapons subnuke.
DON'T DO IT CRYPTIC
(pretty pretty plox)
WAIT...THERES a ground game?