This was one of the skills that almost came with a disclaimer ever since it was released. Most knew it had to be fixed sooner or later and Devs always were very transparent of what was coming unlike other stealth nerfs of the past. If you bought it using the millions of EC needed or open the boxes in hope to get them it was certainly that it would have to be fixed sooner or later. Sorry for those who spent resources on it...but if you do a search in the forums the nerf was well documented. I'm just glad I did not spend a dime or time on this skill as some of us who knew what was coming.
I'm just happy I got hold of a copy for a measly 9 mil in the first days before people realized how good it "was" lol.
Although I can't say I have noticed any difference whatsoever in DPS the last few days.
"If you can't take a little bloody nose, maybe you ought to go back home and crawl under your bed. It's not safe out here. It's wondrous, with treasures to satiate desires both subtle and gross. But it's not for the timid." - Q
There are two major ways in which Kemocite's behavior was altered with the Anniversary Patch, which I'll discuss individually.
1) Proc rate reduced during Torpedo Spread and Fire-at-Will
This change was intentional. It was discovered that both of these firing modes were checking their Proc Chance twice per activation - once on activation, and again when the damage is actually dealt. This is due to the complicated "reverse hit" mechanics involved with how they calculate which targets are affected. We fixed the issue, which brought the proc rate back down to expected levels - 10% on Energy Weapon activation, and 100% for Torpedoes (for a single hit, not two).
It was definitely not intentional that this fix was not documented in our patch notes. This was an oversight caused by an internal miscommunication. We're already working on avenues to prevent such things from happening again in the future. Generally speaking, if a change goes live without a patch note, it's almost always safe for players to assume that it was an unintended change, and should be treated as a bug. If it turns out to have been intentional, we'll put just as much effort into communicating that, as we would to fixing it if it's a bug.
If you're interested in helping, you're always welcome to run a few queues on Tribble each time a major build is released, and report any new or unexpected behavior. Might need to bring your own team, though!
2) No longer Crits, except under Torpedo Spread.
This was not an intentional change, and we're working on a fix to bring the behavior of Critical Hits back into play when using Kemocite. This fix is going to undergo a pretty extensive testing process though, so I don't anticipate it appearing on Holodeck for at least a month, maybe as much as two. It will be on Tribble very soon, however. We'd welcome additional testers to check out the fixed behavior when it arrives, and run a few scenarios to ensure we haven't overlooked any edge-case issues.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
There are two major ways in which Kemocite's behavior was altered with the Anniversary Patch, which I'll discuss individually.
1) Proc rate reduced during Torpedo Spread and Fire-at-Will
This change was intentional. It was discovered that both of these firing modes were checking their Proc Chance twice per activation - once on activation, and again when the damage is actually dealt. This is due to the complicated "reverse hit" mechanics involved with how they calculate which targets are affected. We fixed the issue, which brought the proc rate back down to expected levels - 10% on Energy Weapon activation, and 100% for Torpedoes (for a single hit, not two).
It was definitely not intentional that this fix was not documented in our patch notes. This was an oversight caused by an internal miscommunication. We're already working on avenues to prevent such things from happening again in the future. Generally speaking, if a change goes live without a patch note, it's almost always safe for players to assume that it was an unintended change, and should be treated as a bug. If it turns out to have been intentional, we'll put just as much effort into communicating that, as we would to fixing it if it's a bug.
If you're interested in helping, you're always welcome to run a few queues on Tribble each time a major build is released, and report any new or unexpected behavior. Might need to bring your own team, though!
2) No longer Crits, except under Torpedo Spread.
This was not an intentional change, and we're working on a fix to bring the behavior of Critical Hits back into play when using Kemocite. This fix is going to undergo a pretty extensive testing process though, so I don't anticipate it appearing on Holodeck for at least a month, maybe as much as two. It will be on Tribble very soon, however. We'd welcome additional testers to check out the fixed behavior when it arrives, and run a few scenarios to ensure we haven't overlooked any edge-case issues.
Thank you, @borticuscryptic . The double-proc rate issue some of us were aware of, and we have been correcting any misconceptions that were out there as often as we can. I'd also like to thank you for your responses on Twitter concerning how KLW *should* function (PLEASE correct me if anything is wrong):
For Energy Weapons: 10% chance to proc per shot.
For FaW & CSV, all targets are affected (if a proc occurs), but there is no AoE.
For CRF & BO, target is affected. (What's the blast radius on this one?)
For Torpedoes: Transport Warhead (TrW), TS & HY 100% proc chance on impact per torpedo.
TS: Only the Main Target of TS is affected, but with increased damage. One proc per torpedo impact. No proc to secondary targets.
TrW: procs KLW prior to application of timer.
HY: One proc per torpedo impact in the salvo.
For a near-future discussion: does the TS Main Target blast make up for the lack of blast for the other 2/3/4 targets?
I wish just for the sake of consistency they'd make the behavior of KLW the same for FAW, CSV and TS: procs on all targets hit (10% for energy weapons, 100% with torpedoes) with no AOE.
I wish just for the sake of consistency they'd make the behavior of KLW the same for FAW, CSV and TS: procs on all targets hit (10% for energy weapons, 100% with torpedoes) with no AOE.
@borticuscryptic this is a good idea. Would still side-step the client parsing issue while keeping some parity.
I wish just for the sake of consistency they'd make the behavior of KLW the same for FAW, CSV and TS: procs on all targets hit (10% for energy weapons, 100% with torpedoes) with no AOE.
@borticuscryptic this is a good idea. Would still side-step the client parsing issue while keeping some parity.
I still disagree. The AOE abilities still stand far more to gain than the single target abilities.
Thanks alot for that Clarification @borticuscryptic , its well appreciated.
May i just ask this little question?
If you checked the parses i have put in you will notice that KLW also does not seem to be affected by flanking, is that part of the problem and will be fixed or is it also intentional?
In any case, i thank you for taking your time to explain this to us.
Comments
Another Kemocite thread...
http://www.arcgames.com/en/forums/startrekonline/#/discussion/1211307/the-kemocite-desaster
in less than 24r...Pls stop the whining.
Did you miss the release notes from December? It was carefully done in the open and we ALL knew its day was coming:
https://www.arcgames.com/en/games/star-trek-online/news/detail/9681823-star-trek-online:-release-notes:-december-3rd,-2015
This was one of the skills that almost came with a disclaimer ever since it was released. Most knew it had to be fixed sooner or later and Devs always were very transparent of what was coming unlike other stealth nerfs of the past. If you bought it using the millions of EC needed or open the boxes in hope to get them it was certainly that it would have to be fixed sooner or later. Sorry for those who spent resources on it...but if you do a search in the forums the nerf was well documented. I'm just glad I did not spend a dime or time on this skill as some of us who knew what was coming.
Although I can't say I have noticed any difference whatsoever in DPS the last few days.
Cryptic - Lead Systems Designer
"Play smart!"
Thank you, @borticuscryptic . The double-proc rate issue some of us were aware of, and we have been correcting any misconceptions that were out there as often as we can. I'd also like to thank you for your responses on Twitter concerning how KLW *should* function (PLEASE correct me if anything is wrong):
For Energy Weapons: 10% chance to proc per shot.
For FaW & CSV, all targets are affected (if a proc occurs), but there is no AoE.
For CRF & BO, target is affected. (What's the blast radius on this one?)
For Torpedoes: Transport Warhead (TrW), TS & HY 100% proc chance on impact per torpedo.
TS: Only the Main Target of TS is affected, but with increased damage. One proc per torpedo impact. No proc to secondary targets.
TrW: procs KLW prior to application of timer.
HY: One proc per torpedo impact in the salvo.
For a near-future discussion: does the TS Main Target blast make up for the lack of blast for the other 2/3/4 targets?
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
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@borticuscryptic this is a good idea. Would still side-step the client parsing issue while keeping some parity.
Fleet Defiant Kinetic Heavy Fire Support | Fleet Manticore Kinetic Strike Ship | Tactical Command Kinetic Siege Refit | Fleet Defiant Quantum Phase Escort | Fleet Valiant Kinetic Heavy Fire Support
Turning the Galaxy-X into a Torpedo Dreadnought & torpedo tutorial, with written torpedo guide.
"A good weapon and a great strategy will win you many battles." - Marshall
I knew using Kinetics would be playing the game on hard mode, but what I didn't realize was how bad the deck is stacked against Kinetics.
I still disagree. The AOE abilities still stand far more to gain than the single target abilities.
May i just ask this little question?
If you checked the parses i have put in you will notice that KLW also does not seem to be affected by flanking, is that part of the problem and will be fixed or is it also intentional?
In any case, i thank you for taking your time to explain this to us.