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Why is it with the new skill tree, my weapons do less damage?

dragnridrdragnridr Member Posts: 671 Arc User
edited February 2016 in Tribble - Bug Reports
I specced into mostly the Tac tree with some science and engi skills. I did my best to match my original build. Compared the numbers from the holodeck and tribble, and I can say for certain my weapons do LESS damage than what they did on holodeck. Supposedly, the new system is better, but from what I see, this new system is a blanket nerf to EVERYTHING.
My Heavy Phaser Lance did 13,538.4 on holodeck, and on tribble, it now does 13,346.5. My Beam Arrays and DBB have the same issue.
My eloctromagnetic pulse probe II and III are doing less damage as well.
So my question is why is everything getting nerfed? Another reason the skill tree needs delayed until problems get fixed. The date for it hasn't been said yet, so there is still plenty of time to fix the issues.

Is anyone else comparing numbers from holodeck to tribble? Is so, what has been your actual result?
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Post edited by dragnridr on

Comments

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  • dragnridrdragnridr Member Posts: 671 Arc User
    edited February 2016
    coldnapalm wrote: »
    Oh no...doing less then 1% damage is a nerf so hard that they need to delay EVERYTHING...or not. Seriously?!? Although, looking at the shield pen skill, it says that energy weapons now have that 90% reduction...so if that is true...yeah we have just had a MAJOR nerf to weapons...and that is a good thing. Means torps might be worth a damn if they do 50/50 and energy does almost nothing til the shield goes bye bye. Will also means things like tachyon and tet will have a use for somthing other then for NPC.


    If they are allowed to get away with saying the players lose nothing, yet they are nerfing players, then whats to stop them from nerfing players until they can only do 1 point of damage with every buff they have? I know, that is a bit much, but my point remains. If the skill tree revamp is worth it, then why is it nerfing our characters?

    BTW, just a few hundred points of damage can make or break group content. I could tell the difference in damage without looking at the numbers. Built up my character the first time and went into the badlands, which normally I don't have much of a problem, minus the godlike frigates, but with the new skill tree, the change may be subtle, but it noticeable. And if I can notice it (which is why I went to look at the numbers) the other players will notice the change as well.

    As an edit, not everyone likes torpedoes. I use them only for set bonuses, and my Romulans are specced for them. Otherwise they are just another damage dealing item to me.
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  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    Holy lord... not even a simple BUG REPORT can get posted without devolving into this mess.

    Let's get this crazy train back on track:

    Please give me a screenshot of your Holodeck build, and one of your Tribble build. Let's see if something's wrong on your end, and then we'll check our end if everything appears properly in place.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
  • samt1996samt1996 Member Posts: 2,856 Arc User
    edited February 2016
    [Unnecessary comment modded]
    Post edited by jodarkrider on
  • edisonstricheredisonstricher Member Posts: 8 Arc User
    http://imgur.com/VijpPWB

    Fleet Combat Bonus. You're probably not in a fleet on Tribble.
  • dragnridrdragnridr Member Posts: 671 Arc User
    http://imgur.com/VijpPWB

    Fleet Combat Bonus. You're probably not in a fleet on Tribble.

    But you shouldn't be made to join a fleet to get the same amount of DPS as you had gotten before skill revamp. I am full aware that some people have noticed a rise in damage while others have a more dramatic loss in their dps. But these major fluctuations shouldn't happen. But they seem to happen. I do applaud Bort and a few others for getting out there and trying to settle the fire, but right now there so much that needs to be done.

    As far as I can see, the fluctuations going on might be something the devs are also looking into. Game balance is a main thing, but throwing nerfs to things without telling people isn't helping matters. Neither is making the DPS the main focus. Not everyone likes doing just DPS. Some people love those niche builds.
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  • edisonstricheredisonstricher Member Posts: 8 Arc User
    It's not that I had to be in a fleet to get stats greater or equal to what I get in Season 11, but that I had to be in a fleet so that the conditions of my character are the same in both systems. If my Holo version is in a fleet and getting a bonus to damage, I need to do the same in Tribble. The middle column shows what happens when you don't account for that.

    It happens that when I did the same thing with a non-fleet character using this same build, the slight increase in damage and resistance remained.
  • illcadiaillcadia Member Posts: 1,412 Bug Hunter
    edited February 2016
    The fleet boost might be skewing the numbers, but it isn't the whole story.

    To test this out, I transferred my long neglected level 19 ground toon to tribble. He's a Caitian. He doesn't have any ship. Not a starship, not a shuttle. Ground only. All the time. There's a reason he's still level 19. He's also very much not in a fleet.

    Anyways, since he's low level I use him to open weapons packs on.

    Holodeck: 99 points in 'weapons training', 84 points in 'energy weapons'. Coalition dual disruptor beam bank mark IV with no damage mods: 4.6 damage.

    Tribble: 85 points in 'energy weapons'. Coalition dual disruptor beam bank mark IV with no damage mods: 3.3 damage.

    Tribble: 100 points in 'energy weapons'. Coalition dual disruptor beam bank mark IV with no damage mods: 3.8 damage.


    So here, we can clearly see in the simplest form possible that there is a variance in the damage numbers between holodeck and tribble. Even with a full 100 points in energy weapons skill on tribble, he still has less damage listed on the weapon tooltip than he does on holodeck with less skill points invested.

    But wait, there's more! I wanted to try and find out if any of my other consoles showed a weird variance, and to my luck I happened to have ye olde pre-order bonus console on this character, the 'Console - Tactical - Automated Defense Turret'.

    Holodeck: 1.3 damage.
    Tribble: 1 damage.

    A mark 2 phaser compression pistol (white).

    Holodeck - 89 ground weapons skill: 28.5 damage
    Tribble - 100 ground weapons skill: 29 damage.

    I don't have any skill points on holodeck to test the rollover, but I suspect that what we'd see is that 90 ground weapons skill on holodeck is identical to 100 ground weapons skill on tribble.

    Just for further testing purposes, I crafted a mark II blue diburnium armor plating console on both servers. It lists the resistance value as 9.4 in each case, which indicates this is not an ITEM BASED issue. This is a skill based issue.

    If 90 on holodeck is equivalent to 100 on tribble in terms of skill benefit per point, this would explain why people are seeing oddities in their damage numbers for identical builds between servers.


    EDIT: @borticuscryptic One comment you've made repeatedly that I'd like some clarification on, is that 'mandatory skills' like 'attack patterns' or 'weapons training' (the combined one) are being done away with, with the system treating you as though you had '100' in those skills.

    Nobody can reach '100' in a skill on holodeck, the highest we go is 99, at least according to the skills menu.

    That seems like a prime area for a rounding error in the game math to crop up.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited February 2016
    Weapons Training now scales passively for all characters, granting the equivalent of 0-100 Skill from levels 0-30 (3+1/3rd Skill per level).

    I don't supposed you'd be willing to re-run those tests with a Level 30+ character?

    As to the 99vs100 question - it is 100 despite not being able to reach that with Skill alone previously. But this would cause a margin of error UP if anything, not down.
    Jeremy Randall
    Cryptic - Lead Systems Designer
    "Play smart!"
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