Mega grav well then a high yield torp with overwhelming strikes results in everything being pulled in, then blasted out by the overwhelming strikes photonic shockwave and then yanked back in by the gw...with the command torp power that gives a free hyt1 every four seconds, you can achieve some quite funny yoyo combinations...
So, since the topic is "maxed out gravity well" and since there are no real numbers (afaik) when it comes to the Starship Graviton Generators & Starship Particle Generators, the question which has been already asked here and remains the most important is:
What are the actual values from which a gravity well starts pulling enemies?
I am pretty new dealing with these science abilities, and right now, I'm at about 230 GravGen and after one quick test, all enemies at about 8km got pulled in. Again, this was just a basic test and I am still not sure if that is the maximum value for a GravGen @ 230. Aux power also is very important afaik, but I didn't really payed attention to my ships aux level at this point.
I wonder, is there actually a way to make a proper, or even a roughly prediction for this ability?
Hum...if I'm reading this right (and I'm probably not, some one correct me), it looks like for every 99 points in GravGen = 3.75 km. So to get to this super GW of 20k would be...a whole hecka lot of points o_O
Hum...if I'm reading this right (and I'm probably not, some one correct me), it looks like for every 99 points in GravGen = 3.75 km. So to get to this super GW of 20k would be...a whole hecka lot of points o_O
I wonder if that chart is right i remember at one point Gravgens were not effecting gravity well correctly (having very little effect) and was fixed in a patch.
Hum...if I'm reading this right (and I'm probably not, some one correct me), it looks like for every 99 points in GravGen = 3.75 km. So to get to this super GW of 20k would be...a whole hecka lot of points o_O
Actually it says that 99 points took it from 3km to 3.75km, so just +.75km, lol. It would be impossible to get a giant well from the 400ish points one might be able to muster from an uber try hard build+skills/traits, and it's really annoying that the well's values don't change in the tool tip based on grav gens. LIke my grav well 3 always says +28 pull, that number doesn't go up or down with aux and it doesn't go up or down with particle gens. And even MORE helpful than a "pull" value would be a km radius of effect. -.- devs. (get on it)
The Nebula-configured Odyssey needs to be a thing.
Yes, I know the thread is a little old, but I don't think the question has been accurately answered about what the math is for x amount of grav point = y km of GW radius. Is that doc indeed correct? And do the numbers increase as stated before in the previous post?
It is a wildly complicated thing to work out, mainly because even stuff like combat log reader doesn't actually record the effect of crowd control, so you've got not real numbers to go on.
Anything doing damage is easy enough to work out if you've got the raw data but distances, and push/pull effects are a nightmare.
There are so many things that can affect the pull of your well, regardless of the size of it. How fast an enemy is going, their inertia, turn rate etc. Plus all those pesky abilities they may use like EptE and the like.
Testing the whole thing is difficult to as you'd really need a controlled environment to set ships at proper distances, there's just too many variables in regular queues. You wouldn't be able to really get the NPC's to stay put whilst you shot them. Perhaps a foundry mission could be made for this sort of thing?
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Mega grav well then a high yield torp with overwhelming strikes results in everything being pulled in, then blasted out by the overwhelming strikes photonic shockwave and then yanked back in by the gw...with the command torp power that gives a free hyt1 every four seconds, you can achieve some quite funny yoyo combinations...
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What are the actual values from which a gravity well starts pulling enemies?
I am pretty new dealing with these science abilities, and right now, I'm at about 230 GravGen and after one quick test, all enemies at about 8km got pulled in. Again, this was just a basic test and I am still not sure if that is the maximum value for a GravGen @ 230. Aux power also is very important afaik, but I didn't really payed attention to my ships aux level at this point.
I wonder, is there actually a way to make a proper, or even a roughly prediction for this ability?
My character Tsin'xing
http://www.amicushome.com/SkillPointEffects.htm
The skillpoint effects to GravGens and GravWell radius is listed there.
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Hum...if I'm reading this right (and I'm probably not, some one correct me), it looks like for every 99 points in GravGen = 3.75 km. So to get to this super GW of 20k would be...a whole hecka lot of points o_O
I wonder if that chart is right i remember at one point Gravgens were not effecting gravity well correctly (having very little effect) and was fixed in a patch.
Actually it says that 99 points took it from 3km to 3.75km, so just +.75km, lol. It would be impossible to get a giant well from the 400ish points one might be able to muster from an uber try hard build+skills/traits, and it's really annoying that the well's values don't change in the tool tip based on grav gens. LIke my grav well 3 always says +28 pull, that number doesn't go up or down with aux and it doesn't go up or down with particle gens. And even MORE helpful than a "pull" value would be a km radius of effect. -.- devs. (get on it)
The Nebula-configured Odyssey needs to be a thing.
Anything doing damage is easy enough to work out if you've got the raw data but distances, and push/pull effects are a nightmare.
There are so many things that can affect the pull of your well, regardless of the size of it. How fast an enemy is going, their inertia, turn rate etc. Plus all those pesky abilities they may use like EptE and the like.
Testing the whole thing is difficult to as you'd really need a controlled environment to set ships at proper distances, there's just too many variables in regular queues. You wouldn't be able to really get the NPC's to stay put whilst you shot them. Perhaps a foundry mission could be made for this sort of thing?
My character Tsin'xing
(Or maybe the Kazons are Crpytic's way to get players to acquire the Scryer with a Subnucleonic Wave?)