Each time a
Year of Hell Lock Box is opened, players will have a chance of receiving one of these new
Krenim Temporal Specialist Duty Officers. There are 54 in total (27 Fed, 27 Kdf), spread over Male/Female, and 8 different sets of Trait Variations.
All Krenim Temporal Specialists will have the following Traits:
- Unscrupulous
- Logical
- Resolve
In addition to the above, they will also have two from the following list:
- Efficient
- Stubborn
- Aggressive
- Cunning
- Tactful
And here is a complete list of their Active Roster Abilities and R&D School Specializations, as they relate to their primary Specializations.
Armory Officer
(Space) Chance to set a random second system offline when using Subsystem Targeting attacks.
R&D Spec: Projectiles
Fed Doff Names: Phouerzi
Kdf Doff Names: Doulseps
Assault Squad Officer (v1)
(Ground) Ambush has a chance to re-apply when consumed by outgoing damage
R&D Spec: Shields
Fed Doff Names: Posen
Kdf Doff Names: Rulszeroya
Assault Squad Officer (v2)
(Space) Chance for Boarding Party Shuttle to be armed.
R&D Spec: Ground
Fed Doff Names: Themoupsa
Kdf Doff Names: Meneung
Damage Control Engineer
(Space) While using Auxiliary to Structural Integrity Field, Placate next attacker
R&D Spec: Engineering
Fed Doff Names: Ciuelsza
Kdf Doff Names: Losps
Deflector Officer
(Space) Chance to reduce the recharge time for Deflector abilities
R&D Spec: Science
Fed Doff Names: Rospes
Kdf Doff Names: Meniuszi
Development Lab Scientist
(Space) Adds Resistance Debuff to Feedback Pulse
R&D Spec: Cannons
Fed Doff Names: Tutrouzi
Kdf Doff Names: Malay
Diagnostic Engineer
(Ground) Chance to grant 99% Shield Damage Resistance when using Shield Recharge.
R&D Spec: Ground
Fed Doff Names: Dumen
Kdf Doff Names: Sriyirsa
Energy Weapons Officer (v1)
(Space) Chance to gain Shield Power when using Energy Weapons
R&D Spec: Beams
Fed Doff Names: Strerant
Kdf Doff Names: Tumiy
Energy Weapons Officer (v2)
(Ground) While Draw Fire is active, chance to Heal Self when hit
R&D Spec: Cannons
Fed Doff Names: Numiu
Kdf Doff Names: Daureu
Explosives Expert
(Ground) Stun Grenade now sticks to your target and explodes after 3 seconds.
R&D Spec: Projectiles
Fed Doff Names: Cumseor
Kdf Doff Names: Cessirousi
Fabrication Engineer
(Space) Increases the duration of Reverse Shield Polarity
R&D Spec: Beams
Fed Doff Names: Mensapesi
Kdf Doff Names: Roulszel
Matter-Antimatter Specialist (v1)
(Space) Chance to set target's Weapons Offline with Aceton Beam
R&D Spec: Cannons
Fed Doff Names: Relont
Kdf Doff Names: Phinzepesa
Matter-Antimatter Specialist (v2)
(Space) Chance for Gravity Well to knock enemy Engines Offline
R&D Spec: Science
Fed Doff Names: Lespsa
Kdf Doff Names: Stradurol
Projectile Weapons Officer
(Space) Chance to gain Shield Power when using Torpedo Weapons
R&D Spec: Projectiles
Fed Doff Names: Gautseer
Kdf Doff Names: Cenpesa
Research Lab Scientist (v1)
(Space) Tachyon Beam pulls your target closer to you
R&D Spec: Engineering
Fed Doff Names: Posont
Kdf Doff Names: Srutenne
Research Lab Scientist (v2)
(Space) Chance to Placate when using Charged Particle Burst
R&D Spec: Science
Fed Doff Names: Cipsepsi
Kdf Doff Names: Resszken
Research Lab Scientist (v3)
(Ground) Chance for Stasis Field to spread to one additional target
R&D Spec: Shields
Fed Doff Names: Lulzapsa
Kdf Doff Names: Pauten
Security Officer (v1)
(Ground) Your Chroniton Mine Barrier has a chance to Hold targets in place.
R&D Spec: Projectiles
Fed Doff Names: Phutpiel
Kdf Doff Names: Mautseur
Security Officer (v2)
(Ground) Increased Melee Crit Chance & Severity
R&D Spec: Engineering
Fed Doff Names: Gipprouze
Kdf Doff Names: Lemou
Shield Distribution Officer
(Space) Chance to restore shields when taking damage while Brace for Impact active
R&D Spec: Shields
Fed Doff Names: Gaurppes
Kdf Doff Names: Thinonne
Systems Engineer (v1)
(Space) Reduces Weapon Subsystem Energy Drain while using Directed Energy Modulation
R&D Spec: Beams
Fed Doff Names: Phemenne
Kdf Doff Names: Lilont
Systems Engineer (v2)
(Ground) Combat Supply has a chance to set up Chroniton Mines
R&D Spec: Shields
Fed Doff Names: Mesayse
Kdf Doff Names: Miulou
Systems Engineer (v3)
(Space) Chance for Viral Matrix to spread to additional targets
R&D Spec: Engineering
Fed Doff Names: Phiniysa
Kdf Doff Names: Maurpor
Technician (v1)
(Space) Increase Exotic Damage when using Emergency Power to Auxiliary
R&D Spec: Beams
Fed Doff Names: Roulau
Kdf Doff Names: Llumpsa
Technician (v2)
(Space) Additional Auxiliary Power Buff while Cloaked
R&D Spec: Cannons
Fed Doff Names: Meulpsi
Kdf Doff Names: Mautayse
Warp Core Engineer
(Space) Increased Shield Damage Resistance to self when using Extend Shields
R&D Spec: Engineering
Fed Doff Names: Stresoups
Kdf Doff Names: Sreusiu
Warp Theorist
(Space) Chance to disable one subsystem when using Energy Siphon
R&D Spec: Engineering
Fed Doff Names: Thiulanne
Kdf Doff Names: Pladeu
Now, just to head off a few questions that I'm pretty sure this list will raise, let me offer some answers up-front on a few of the design aspects that were involved.
Q: Why isn't (Insert My Favorite Active Roster Ability) represented here? It's rare and sought-after!
A: There are a few ways to answer this:
1) That Active Roster Ability isn't attached to a Specialization that is used by the R&D System.
2) That Ability is designed to be rare, and will remain as such for the time being.
3) "Sought-After" is subjective, and this is a case where your opinions might not have matched up with how we chose the above abilities.
Q: Ok.... how DID you choose which abilities to include?
A: We weighed the following aspects:
1) Number of Doffs that had the ability in question
2) Number of that/those Doff(s) currently available on the Exchange
3) Prices of Doffs on the Exchange
... after looking at all of the above for a large number of Doffs, we tried to choose the "rarest" ones (fewest in the world, highest exchange prices) that belonged to a Specialization associated with an R&D School, so that we could attach an R&D Spec to them.
Q: Why did you include Shield R&D Specialists, when they have no purpose?
A: Their current lack of purpose is a fact we plan to rectify in time. We did not want to create an additional aspect to their inequality that we might have to come back and fix later, if/when new recipes are introduced that utilize them.
Q: Why are there no Aegis R&D Specialists?
A: We are not convinced of a need to introduce more of these at this time. And if we chose to do so, a Lock Box would not be the appropriate place to do so. They would more likely appear in a R&D Pack, Doff Pack, or other aspect of the game that is more directly related to the R&D System.
Q: These names are really weird. Where'd you come up with them?
A: "Annorax" is based on the character "Arronax" from
20,000 Leagues Under The Sea. Within that novel, the vast majority of the other characters on the crew are of French descent, and have French names. We therefore chose to base our Krenim name phoneme constructions on French names, using syllabic construction. As it turns out, French names don't behave very friendly with syllabic construction, and produces some odd-looking names. But heck, they're aliens!
Comments
(Indirect compliment intended. These look very good. I just wish they weren't mixed in with other lockbox prizes. I'm less likely to take chances on lockboxes.)
My character Tsin'xing
Cryptic - Lead Systems Designer
"Play smart!"
Please correct me if I am wrong.
The only doffs I would have wanted to see included into the list are the ones that reduce the cooldown of batteries, hypos/shield charges/power cells, and the damage control engineer that has a chance to generate an additional HoT when using Aux to SIF. Although the chance to placate your next attacker might be a viable alternative.
I do find it interesting that the doff will cause Tachyon Beam to draw your enemy towards you. That kind of ability I'd expect to fit Tractor Beam more. Just my opinion.
More ground/space warfare specialists would be nice too. Whenever I'm doing Brotherhood of the Sword for the twelve-millionth time, I always kind of wish I had a ground warfare specialist that let me do +10% damage to Heralds.
Oh, and I'll pay a million quatloos for an active doff roster ability that lets me turn Viral Matrix into how it was during Season 1.
1) Romulans have access to the Fed and Kdf versions. The only difference would be a color border and a rank display. Irrelevant to gameplay.
2) It's faster for us to make 54 Doffs than it would be to make 81 Doffs.
3) Romulans allied with either Fed or Kdf (which should be all of them!) would then have access to 54 Doffs, while the Fed-only and Kdf-only players would only have 27 each.
Cryptic - Lead Systems Designer
"Play smart!"
And they wouldn't need to be anything special. Same as the Fed / KDF counterparts. It's just that, very often when it comes to officer rewards of any type, the Republic options are nowhere to be found.
And I do prefer moving away from the RRF-reliant-on-allies model which has forced us into a false division from the beginning of LoR, no matter how much work it would require for you and your team. The false dilemma is simplistic, and the circular reasoning used to "justify" it is a fallacy, which means it's not a good basis for decision-making. So, yeah, I would prefer RRF DOffs in this new pack as well. Of course, I realize it's a bit late for you guys to go back and add them now, but in the future it's something I believe you should keep in mind. On a somewhat related note, your opposition to cross-faction Armadas seems counter-intuitive with your preference to do most everything else cross-factionally these days.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
--->Ground Combat General Bugs Directory
Real join date: March 2012 / PvP Veteran since May 2012 (Ground and Space)
No, please. No Romulan faction-only doffs. It's bad enough that there are separate Federation and KDF doffs in these packs depending on who you open them on. We really don't need yet another division that drives up prices just so you can have green borders instead of blue/red.
I main a Romulan. I don't care if my lockbox doffs have blue borders. If any change were to be made, those borders should go away entirely for lockbox doffs and all three factions use the same set.
The problem is, there are no Romulans or Remans in any of the other DOFF packs (at least not as a rule). So if you as a Romulan player want to build a themed deck, you're out of luck. The Rom Survivor pack was the only pack you could reliably get those DOFFs from. And now you can't.
I would have loved to see another Zemok though. He is so absurdly hard to get now days (and pretty much impossible on KDF). I hope Cryptic keeps him in mind for the next pack.
I personally love the Romulan Survivor packs, I keep buying them off the exchange, right now they are at3.5 mil each.
via Imgflip Meme Generator
4% chance on energy weapon attacks to gain +1% critical hit for 20 seconds. Stacks up to 3 times
Cryptic - Lead Systems Designer
"Play smart!"
Ah, this should have been in the Patch Notes, sorry about that.
They were changed, though it's up to interpretation whether or not it should be considered a Nerf.
OLD way: 40% chance on activation of BFI, to gain a 1-charge Heal-on-next-Damage ability.
NEW way: 10% chance each time you are damaged while BFI is active, to gain a 1-charge Heal-on-next-Damage ability.
The old build was less likely for you to get a heal at all, since it only checked once. The new build practically guarantees that it will trigger once per cycle while BFI is active, but it relies on you continuing to take damage in order for it to trigger.
Cryptic - Lead Systems Designer
"Play smart!"
Oh, that's very unfortunate. This means it's no longer a life saver against warp core breaches (Activate BFI before enemy explodes -> enemy gets to 0% health, explodes -> damage to player, doff activates -> player has shields ready for the large warp core explosion that follows). Which is what I've been using it for.
Now it's only useful if one's spamming BFI. Then arguably, it's very useful.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
Second, while I get what you're saying from a meta-game perspective, there are many Rom players that would gladly give up access to UFP/KDF doffs to get our own. I generally introduce Letheans and Nauseatingcaans to the inside of the nearest airlock immediately.
There's little more frustrating than using the doff grinder on New Romulus, only to get a Saurian or Tellarite back out of it. Really makes me angry. (There was supposed to be an earth-shattering kaboom?!?!)
If we could get an 'exchange officer' that trades doffs straight up - i.e., put in a blue Vulcan, get a blue Romulan, put in a purple Gorn, get a purple Romulan, etc. - even if there was no guarantee that the doff would be as useful as what you turned in, I'd use it. Heck, I'd even pay a small amount of dil for the privilege. Anything to get all these bloody aliens off my ship.
--Red Annorax
Interesting, thanks for the response.
Wait... as you've got it written it looks as if the NEW version should be capable of multiple heals, though only 1-charge-at-a-time. Is the NEW design...
- "10% chance each time you are damaged while BFI is active, to gain a 1-charge Heal-on-next-Damage ability." for a possible outcome of:
- "100% chance on activation to gain a 1-charge Heal-on-next-Damage ability, with a 10% to apply that charge each time you are damaged while BFI is active." for a possible outcome of:
...???BFI, hit, hit, hit, hit->proc, hit->heal, hit, hit, hit, hit, hit, hit, hit, hit->proc, hit->heal, hit, etc.
...or is it closer to...
BFI, hit, hit, hit, hit->proc->heal, hit, hit, hit, hit, hit, hit, hit, hit, hit, hit, hit, etc.
Could it be that the OLD version was bugged and worked closer to its description, checking for a proc on damage (rather than activation) and/or not applying the 1-charge limitation (which was not mentioned)? I ask because the NEW version seems far less reliable than the OLD, where as you have them written it should have been more effective. Maybe I just got the RNG mad at me somehow, but the change was noticable enough that I had to check to see if I had the doff slotted and discovered the differences in the descriptions.
Eh, that last bit is just trying to sort out the change and why the observational performance is so different from what it apparently should be doing... could we get some clarification as to whether it's 1 or 2 for the NEW version before I try and compare?
http://perfectworld.vanillaforums.com/discussion/1196149/new-melee-critical-chance-and-severity-security-officer-gipprouze-has-wrong-stats
The long description for the doff says:
While Brace for Impact is active, there is a chance you will restore a small portion of your shields each time you are damaged. This heal may only be triggered once per activation of Brace for Impact, per copy of this active roster power you have active.
When damaged, 10% chance: 2,364.4 Shield Heal applied once to each facing
If the description is correct (and it may not be), then each doff can heal only once per activation of "Brace for Impact", but different doffs can heal independently of each other.
If I'm reading this correctly, then the player needs to be damaged at least twice for the heal to apply. Why doesn't the doff heal immediately after being triggered instead of waiting for the next time the player is damaged? Is it because of the way the doff was originally coded and you're trying to change the code as little as possible?
STO Resources: <Ship Comparison - All Tiers + Small Craft + Hangar Pets> <Damage Resistance>
<R&D + Upgrade Costs> <Duty Officer Finder> <Suliban Doff Reqs> <Fleet Costs> <Rep Costs>
<Keybind Tour the Galaxy> <Fleet / Armada Management> <Currency Exchange> <Other STO Links>
Ahhh, right-click, friend to all... I should have remembered that little gem. Thanks for answering my silly question.
Still, that really makes me wonder if the OLD version wasn't somehow bugged in the players' favor to work better than described above. I know I've ended up with fully replenished shields using the OLD version, rather reliably. It did trigger the shield heal more than once (which I had always assumed was WAI, as no charge limitation was mentioned) from slotting a single doff... though I couldn't tell you if that was from getting the proc on activation and having it heal on every hit thereafter, or if it was from getting the proc more than once when taking damage. Given the improvement to proc chance, I should never have even noticed the change through general gameplay (though I'd probably have gone "hmmm...?" when sorting doffs later) if the charge limitation applied to both versions. Weird.
Ah well, it is what it is now; time to hunt for alternatives. Thanks again.
This doff has 5% less crit severity increase than the original doff, and 2% less crit chance.
Well, that's what the description of the doff says, but I've known descriptions in the game to be wrong before. Unless Borticus chimes in or someone presents solid data, that's all we have to go on for now.
If people are noticing a decrease in performance, maybe Borticus would be willing to take another look at the doff.
Someone already reported this in "Gameplay Bug Reports".
That'd be neat.
Or maybe some type of check-routine that says: if a Romulan player has "X" Romulan doff on their roster, they can't have the matching "Y" Federation or "Z" Klingon doff. This would block the 'double-dipping' problem that's been mentioned before, as a check-routine would prevent Romulan players from having both their own and their ally's doffs. Things like this already exist, such as in this very lock box - the trait option depends on if a Romulan, KDF, or Fed character opens it.
Really, anything to allow Romulan players to have more unique content. I would gladly give up access to some KDF and Fed things in order to be given Romulan equivalents.