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How does Reroute Reserves to Weapons work?

atatassaultatatassault Member Posts: 1,008 Arc User
Does it stack with Beam Fire At Will, Cannon Rapid Fire, and/or Cannon Scatter Volley?

Is the whole firing cycle affected, from beginning of firing phase, through the cooldown phase, to the start of the next firing phase, or just part of it?

How does the math work? Does 60% Haste mean (Firing Cycle Time) x 0.6? Or does it work like the other rate math where the formula is 1/(1+Percentage)?

Continuing off of the third question, does the click power for 3 set Preserver Resonant Technologies stack with Reroute Reserves to Weapons?
Post edited by atatassault on

Comments

  • kelshandokelshando Member Posts: 887 Arc User
    edited May 2015
    Devs already said you can not use it will another weapon power such as BFAW, CRF, SS etc..
  • mrspidey2mrspidey2 Member Posts: 959 Arc User
    edited May 2015
    I've noticed it also shares a cooldown with attack patterns.

    So there really isn't any tac energy weapon ability that you can use in conjunction with RRtW.

    Kinda dissapointing. I'm not into the whole theorycrafting thing, but is it better than Rapid Fire or worse?
    2bnb7apx.jpg
  • kelshandokelshando Member Posts: 887 Arc User
    edited May 2015
    mrspidey2 wrote: »
    I've noticed it also shares a cooldown with attack patterns.

    So there really isn't any tac energy weapon ability that you can use in conjunction with RRtW.

    Kinda dissapointing. I'm not into the whole theorycrafting thing, but is it better than Rapid Fire or worse?

    It does not share cool downs with attack patterns... stop spreading that.

    Attack pattern Lambda shares cool downs with other attack patterns.

    I use RRtW with APB all the time.
  • zerninzernin Member Posts: 8 Arc User
    edited May 2015
    I'm no STO theroycrafter, but from what I have read recently DHCs have a 1 second "fire" time and a 2 second "reload" time. There are a couple problems I can see with this ability for cannons in general, and one for DHCs in particular.

    RRtW increases "cycle haste" by x%. Is "cycle haste" the cooldown time, fire time, or both? Our equation is:

    Total Fire Cycle = (1 - Fire Mod) * Fire Time + (1 - Cooldown Mod) * Cooldown Time

    Modless DHCs, we have:

    3 = (1 - 0) * 1 + (1 - 0) * 2

    If "cycle haste" only applies to the actual fire time, then RRtW3 would take the total time for DHCs down only slightly:

    2.4 = (1 - .6) * 1 + (1 - 0) * 2

    2.4 is only a 20% reduction from 3, far from the 60% we are hoping for. This might explain why we aren't noticing an improvement if it is really that small at the max rank.

    This also means that that ability may be better suited towards DCs instead of DHCs:

    1.8 = (1 -.6) * 2 + (1 - 0) * 1

    1.8 is a 40% reduction. That's a little closer to what we are hoping for. That extra cooldown time is really painful to the DHCs if it is not affected by the ability.

    Finding cycle times for DBBs is much harder than it should be, I can't tell by looking if they are 4 or 5 second cycles, but I think they are 5 cycle with 1 cooldown and google is failing me.

    3 = (1 -.6) * 5 + (1 - 0) * 1

    Yowza! That's much better. 3 seconds from 6. 50% reduction in overall time and very noticeable! What we essentially seem to have here is a single target DPS ability for Beam Arrays, almost a CRF for beams. That's very unfortunate considering it just arrived at the same time as ships that have a cannon based set bonus from the console 3 set in a meta that was already beam heavy. Too bad, I really liked the energy effect with my cannons.

    The other thing that makes this unfortunate for cannons is I believe there is one other piece that I've left out of that equation: activation time. This isn't so much a written mechanic as it is a truth of the game engine, but our weapon cycles are always a bit slower than the listed fire and cooldown times thanks to slight delays in what the game engine will actually do. It's not as bad as it once was, but it is more painful to weapons with faster times and more total activation per minute. Another blow to the cannons.
  • blessedladyboyblessedladyboy Member Posts: 349 Arc User
    edited May 2015
    Good stuff!

    Its clearly not working as intended, hopefully we can get a fix for this and the gcd issues.
  • jarvisandalfredjarvisandalfred Member Posts: 1,549 Bug Hunter
    edited May 2015
    zernin wrote: »
    I'm no STO theroycrafter, but from what I have read recently DHCs have a 1 second "fire" time and a 2 second "reload" time. There are a couple problems I can see with this ability for cannons in general, and one for DHCs in particular.

    RRtW increases "cycle haste" by x%. Is "cycle haste" the cooldown time, fire time, or both? Our equation is:

    Total Fire Cycle = (1 - Fire Mod) * Fire Time + (1 - Cooldown Mod) * Cooldown Time

    Modless DHCs, we have:

    3 = (1 - 0) * 1 + (1 - 0) * 2

    If "cycle haste" only applies to the actual fire time, then RRtW3 would take the total time for DHCs down only slightly:

    2.4 = (1 - .6) * 1 + (1 - 0) * 2

    2.4 is only a 20% reduction from 3, far from the 60% we are hoping for. This might explain why we aren't noticing an improvement if it is really that small at the max rank.

    This also means that that ability may be better suited towards DCs instead of DHCs:

    1.8 = (1 -.6) * 2 + (1 - 0) * 1

    1.8 is a 40% reduction. That's a little closer to what we are hoping for. That extra cooldown time is really painful to the DHCs if it is not affected by the ability.

    Finding cycle times for DBBs is much harder than it should be, I can't tell by looking if they are 4 or 5 second cycles, but I think they are 5 cycle with 1 cooldown and google is failing me.

    3 = (1 -.6) * 5 + (1 - 0) * 1

    Yowza! That's much better. 3 seconds from 6. 50% reduction in overall time and very noticeable! What we essentially seem to have here is a single target DPS ability for Beam Arrays, almost a CRF for beams. That's very unfortunate considering it just arrived at the same time as ships that have a cannon based set bonus from the console 3 set in a meta that was already beam heavy. Too bad, I really liked the energy effect with my cannons.

    The other thing that makes this unfortunate for cannons is I believe there is one other piece that I've left out of that equation: activation time. This isn't so much a written mechanic as it is a truth of the game engine, but our weapon cycles are always a bit slower than the listed fire and cooldown times thanks to slight delays in what the game engine will actually do. It's not as bad as it once was, but it is more painful to weapons with faster times and more total activation per minute. Another blow to the cannons.

    Beam weapons are 4 seconds firing, 1 second off - this applies to the KCB (which isn't affected by any weapon powers at all), DBB's, Omni's, and Arrays. That would make it pretty handy here.

    Something else to point out - cryptic math is always fun, and never what you expect.

    In this case, the formula is 1/(1+.6)=625% of the original speed (most weapon power drain %reductions and % cooldowns work like this as well). Meaning that best case, DHC's cycle in 1.875 seconds, worst case, they cycle in 2.625 seconds, and if it's recharge time, they cycle in 2.25 seconds.

    Take Beam weapons, and best case, they cycle in 3.125 seconds, worst case, they cycle in 4.625 seconds, and if it's firing time, they cycle in 3.5 seconds
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  • zerninzernin Member Posts: 8 Arc User
    edited May 2015
    In this case, the formula is 1/(1+.6)=625% of the original speed (most weapon power drain %reductions and % cooldowns work like this as well). Meaning that best case, DHC's cycle in 1.875 seconds, worst case, they cycle in 2.625 seconds, and if it's recharge time, they cycle in 2.25 seconds.

    Take Beam weapons, and best case, they cycle in 3.125 seconds, worst case, they cycle in 4.625 seconds, and if it's firing time, they cycle in 3.5 seconds

    Thanks for the insight. This should help when looking at parses to figure out what's going on. What I was looking at before wasn't quite lining up with any of the models.

    Is it known if STO even runs down to the thousandths of a second precision in it's calculations, or is there a set number of gameplay engine update frames per second that events have to fall into?
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