Hi Bort, is it possible to look at the queues again. The fix in the last patch didn't work, it still kicks people out of the instance before you can do anything.
We are continuing to look into what is causing this issue, and appreciate the reports. However, as it is completely unrelated to the skill revamps or the specific fix mentioned here, I would appreciate it if it was posted in the Tribble Bug Reports section instead, for future reference.
Hi Bort, is it possible to look at the queues again. The fix in the last patch didn't work, it still kicks people out of the instance before you can do anything.
We are continuing to look into what is causing this issue, and appreciate the reports. However, as it is completely unrelated to the skill revamps or the specific fix mentioned here, I would appreciate it if it was posted in the Tribble Bug Reports section instead, for future reference.
Thanks. I mentioned it here as this is affecting the testing of the resistible resists fix, but point taken it should be in the bugs section.
Did some Tau Dewa patrols on my T6 FHEC with a rather standard APB build since the patch, nothing unusual, and a few parsed ones with nothing that caught my eye and little difference in overall stats on either side (whatever variance there was is well within the usual randomness...) Then again, very unremarkable 16k DPS beamboat probably isn't the best for testing this.
I'd be surprised if that one ever gets addressed permanently.. (going off topic)
*ahem*
I'll have a look to see what exactly I'm getting killed by, how quickly I'm getting killed, and how often. Tau Dewa should be a perfect testing ground.
Did some Tau Dewa patrols on my T6 FHEC with a rather standard APB build since the patch, nothing unusual, and a few parsed ones with nothing that caught my eye and little difference in overall stats on either side (whatever variance there was is well within the usual randomness...) Then again, very unremarkable 16k DPS beamboat probably isn't the best for testing this.
This is actually good, as the tests need to be done with as many samples on differences in performance as possible. We'll also need more build variety.
I don't think this can be tested properly until the queues are fixed as any substantial differences will be seen in group play where several players are buffing self and team mates, and several are weakening the resists of the same target(s). I doubt the multiplicity of group play can't really be duplicated by a single person.
I don't think this can be tested properly until the queues are fixed as any substantial differences will be seen in group play where several players are buffing self and team mates, and several are weakening the resists of the same target(s). I doubt the multiplicity of group play can't really be duplicated by a single person.
Agreed on the multiplayer aspect, but the solo tests are also valuable as well. We seriously need a non-Foundry "firing range" for Ground and Space. Shielded and unshielded targets, where some targets just sit there and do nothing, while other targets are stationary, but shoot back.
I don't think this can be tested properly until the queues are fixed as any substantial differences will be seen in group play where several players are buffing self and team mates, and several are weakening the resists of the same target(s). I doubt the multiplicity of group play can't really be duplicated by a single person.
Agreed on the multiplayer aspect, but the solo tests are also valuable as well. We seriously need a non-Foundry "firing range" for Ground and Space. Shielded and unshielded targets, where some targets just sit there and do nothing, while other targets are stationary, but shoot back.
I agree completely, but would add that you need some to not only shoot back, but use other abilities as well, possibly by adding different difficulties, ie Adv or Elite, and call it a straight up Test STF. If at all possible, even make it so there is also a single player mode as well as multi-player and if needed, have it collect and send in hourly reports of performance and stats from their side so that the information is at least relatively current especially when looking at a power re-balance or revamp of any kind
Too many characters to list but still adding more.......The addiction to this game is real
As much as I'd like to see a public test dummy area made available, let's face the facts -- creating, tuning, and maintaining such a piece of content would be just as much of a time investment from the Content team, as making a new queue or mission.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
You can still stack debuffs, and buffs. But there were cases where doing so used to give an incorrect amount of benefit before these fixes. Thus, probably a smaller benefit now than you previously saw.
Jeremy Randall
Cryptic - Lead Systems Designer
"Play smart!"
To put this in perspective, think of it like tax subtotals. There's how it should work, where if multiple taxes apply, they apply to the base number, and how some scuzzy businesses have it apply, where the first tax applies, and then the second tax uses the new subtotal, including the first tax, to calculate how much it is in turn.
This can lead to a case where multiple buffs are not stacking linearly, but rather multiplicatively.
I was under the impression that debuffs would have a negative diminishing return capped at -75, and buffs would have a cruve in term of damage instead of a linear line.
But after running a few ques on tribble I see this is not case. Holo and tribble are the same.
"This is a big deal. It will likely reduce the performance of all players by at least a small amount, and be particularly noticeable for high-end players."
I did not see this. I was doing the same amount of damage, and my drain was the same as well. Which is fine 1:1 right. The pug still was hitting 50k dps alone on bfaw, and 30k alone on the plasma explosions.
The gateway and tact cubes can still be debuffed upwards to -200 aswell.
"Frankly, not sure why you're on a one man nerf campaign. "
As much as I'd like to see a public test dummy area made available, let's face the facts -- creating, tuning, and maintaining such a piece of content would be just as much of a time investment from the Content team, as making a new queue or mission.
How so? It's a static dummy w/ a fixed damage resistance value (and shield hardness value for the target w/ shields). If you're talking about shooting back, you can get a ballpark figure of mobs from say Borg Disconnected Normal, Adv, and Elite...
Comments
We are continuing to look into what is causing this issue, and appreciate the reports. However, as it is completely unrelated to the skill revamps or the specific fix mentioned here, I would appreciate it if it was posted in the Tribble Bug Reports section instead, for future reference.
Thanks. I mentioned it here as this is affecting the testing of the resistible resists fix, but point taken it should be in the bugs section.
Seriously Full HP and Shield then all off a sudden boom 1 hit kill by a Magical Torp... >.<
I really can't test it on Tribble since that Queue is empty as an echo.
No one is queuing because the queues are broken. But I doubt the insta death mirrror or borg torp has been addressed.
*ahem*
I'll have a look to see what exactly I'm getting killed by, how quickly I'm getting killed, and how often. Tau Dewa should be a perfect testing ground.
This is actually good, as the tests need to be done with as many samples on differences in performance as possible. We'll also need more build variety.
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.
Agreed on the multiplayer aspect, but the solo tests are also valuable as well. We seriously need a non-Foundry "firing range" for Ground and Space. Shielded and unshielded targets, where some targets just sit there and do nothing, while other targets are stationary, but shoot back.
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 agree completely, but would add that you need some to not only shoot back, but use other abilities as well, possibly by adding different difficulties, ie Adv or Elite, and call it a straight up Test STF. If at all possible, even make it so there is also a single player mode as well as multi-player and if needed, have it collect and send in hourly reports of performance and stats from their side so that the information is at least relatively current especially when looking at a power re-balance or revamp of any kind
Cryptic - Lead Systems Designer
"Play smart!"
Could you explain this alittle more. Does this mean we can not stack debuffs to the point where you could apply plus -100 or more on something?
Cryptic - Lead Systems Designer
"Play smart!"
This can lead to a case where multiple buffs are not stacking linearly, but rather multiplicatively.
ty. I see that now.
I was under the impression that debuffs would have a negative diminishing return capped at -75, and buffs would have a cruve in term of damage instead of a linear line.
But after running a few ques on tribble I see this is not case. Holo and tribble are the same.
"This is a big deal. It will likely reduce the performance of all players by at least a small amount, and be particularly noticeable for high-end players."
I did not see this. I was doing the same amount of damage, and my drain was the same as well. Which is fine 1:1 right. The pug still was hitting 50k dps alone on bfaw, and 30k alone on the plasma explosions.
The gateway and tact cubes can still be debuffed upwards to -200 aswell.
How so? It's a static dummy w/ a fixed damage resistance value (and shield hardness value for the target w/ shields). If you're talking about shooting back, you can get a ballpark figure of mobs from say Borg Disconnected Normal, Adv, and Elite...
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.
“Tell me and I forget. Teach me and I remember. Involve me and I learn.” -- Benjamin Franklin