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TRIBBLE MAINTENANCE AND RELEASE NOTES - March 2, 2016

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  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    megrae wrote: »
    It is nice to see the tweaks.

    Sadly I didn't see anything about destabilizing resonance beam (hoping, but doubt, that's part of the 'scale off Auxiliary Power to gain the incorrect amount of benefit per point of Aux'), or exotic torpedoes, like the particle emissions one, being way off from Holodeck.

    Destabilizing Resonance Beam is extremely overpowered on Holodeck. The fact that it is dealing less damage on Tribble is a good thing. I am of the opinion that the Tribble version is far more balanced than the Holodeck version. Resonance Beam 1 can deal 13,500 damage/second with 100% shield bypass in a 3km range AoE on Holodeck right now. That made DRB the most powerful ability in the entire game. A nerf was needed balance it in comparison to other science abilities. Ideally the visual animation needs to be changed because it completely blinds players in PvP, but that is unrelated to the revamp.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
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  • samt1996samt1996 Member Posts: 2,856 Arc User
    It has a two minute cooldown... that pretty much balances it out.
  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited March 2016
    megrae wrote: »
    It is nice to see the tweaks.

    Sadly I didn't see anything about destabilizing resonance beam (hoping, but doubt, that's part of the 'scale off Auxiliary Power to gain the incorrect amount of benefit per point of Aux'), or exotic torpedoes, like the particle emissions one, being way off from Holodeck.

    Destabilizing Resonance Beam is extremely overpowered on Holodeck. The fact that it is dealing less damage on Tribble is a good thing. I am of the opinion that the Tribble version is far more balanced than the Holodeck version. Resonance Beam 1 can deal 13,500 damage/second with 100% shield bypass in a 3km range AoE on Holodeck right now. That made DRB the most powerful ability in the entire game. A nerf was needed balance it in comparison to other science abilities. Ideally the visual animation needs to be changed because it completely blinds players in PvP, but that is unrelated to the revamp.


    13.5k a second is not what DRB does (2k to 3.2k per sec @ 508 Prtg)...13.5k or more in over 10 seconds sure, but not per second. Its hardly overpowered..It does less DOT as TBR for the same level seat. Plus its a pain to keep on target for anything that isnt big or moving slow..And its HORRENDOUS coooldown time...

    I will agree with you on 1 thing related to DRB..the visual animation needs changed...Both from the user (cant see the beam under heavy fire) and receivers end (really could do without seizure mode)..

    Im still showing a 32%-53% reduction in most abilities boosted by partg. Some of the weaker dots took quite a hit (Aceton beam, Eject Warp Plasma,Structural Integrity Collapse, Endothermic Inhibitor Beam.

    Tho..I cant complain about the 50% boost to FBP..so ..Thankyou devs :P

    Maybe with the next patch FBP numbers and be the same as the Gravometric shield on the Vesta :P (Just saw this is the first of 3 with EPG gettin a look at soon..:D)


    Post edited by odinforever20000 on

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  • seaofsorrowsseaofsorrows Member Posts: 10,919 Arc User
    lucho80 wrote: »
    Veredict - Plasmonic leech and energy siphon, while a tad weaker than Holodeck where I run them (I'd say around 7%) now are fine.

    By the way my guesstimates on the Siphon numbers were dead on.

    Yes, same results for me as well, this is very good.

    Leech is a touch weaker, but not enough that I'm going to worry about it. I just want things to be close to where they were and the Drain/Flow Caps fix put things back to where they should be.

    Thank you very much for this change, it's greatly appreciated.
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  • odinforever20000odinforever20000 Member Posts: 1,849 Arc User
    edited March 2016
    Also...maybe this is a good time to take a look at the Polarize Hull variant Deflector Officer
    5% Chance to reflect 25% incoming Energy damage when using Polarize Hull

    Couldn't that be scaling like FBP or ...At least set to 100% or 150% like the reflection space trait or Terran shield 2 piece? 5% aint a high chance and its only going to hit once (vs FBP)..Or..maybe that doff has a 5% triggers and EPG boosted FBP for 10 seconds :P..Just throwing that out there..

    Or maybe..Set the 5% chance reflect for 2000% incoming damage for 1 second vs NPCs only..(Go big or go home right?)

    Maybe also take a look at the deflector cool down doffs too? (Maybe add DRB or Subspace Vortex or other deflector ability)

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  • battykoda0battykoda0 Member Posts: 959 Arc User
    edited March 2016
    I have not parsed any combat yet but ground has a couple of issues to report.

    Ground based Skill-Based Stats show space skills.

    Weapon damage on the tooltip does not seem right. In the bag, Omega Force Antiproton Autocarbine Mk XIV VR shows 177 dps/246.5 dps (aimed). Equipped it is 147.1 and 204.8 respectively. I'm going to run Mountain Pass on Advanced and will report back what the combatlog says.

    It didn't take long to get a parse. :-P 248.3 dps while aiming. The bag shows the right numbers while equipped does not. Mountain Pass does not seem to be active. This was on random Romulan landscape mobs at Vestram Peaks.
    Wow. There is a new KDF Science ship. I'll be!
  • battykoda0battykoda0 Member Posts: 959 Arc User
    edited March 2016
    Space. Gravity Well really sucks. This is a good thing.

    R&D Exotic Particle Focusers are now boosting Plasma Emission Torpedo exotics again. They are back in line with their Romulan Embassy counterparts. They have the same PartG and the same general amount of damage buff.

    Good fixes, Bort and team. I'm not a drainer so I will let the drainers comment on that. Leech boosts me enough to not notice it much.
    Wow. There is a new KDF Science ship. I'll be!
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    samt1996 wrote: »
    It has a two minute cooldown... that pretty much balances it out.
    The cooldown is actually 90 seconds before reduction. Also, if you're running DRB, then you will also have cooldown reduction. Let's be honest here, everyone easily gets this ability down to the 45 second global...which is the exact same as Gravity Well.
    13.5k a second is not what DRB does (2k to 3.2k per sec @ 508 Prtg)...13.5k or more in over 10 seconds sure, but not per second. Its hardly overpowered..It does less DOT as TBR for the same level seat. Plus its a pain to keep on target for anything that isnt big or moving slow..And its HORRENDOUS coooldown time...

    That damage is base before Critical Hits (which doubles the damage) and the damage resistance debuff the ability applies to the target. Sensor Scan + Attack Pattern Beta to boot for even lower resistances. Given that everyone uses Particle Manipulator...we all know that this ability Critically hits at least 52.5% of the time.

    The cooldown is also quite short given the power of the ability. 90 seconds is nothing when you have 3x Krenim Bridge Officer, a [SciCdr] deflector, the Bio-Neural Gel Pack, Tier 4 Terran rep traits, and Tanan the Gravimetrics Scientist. There are about a dozen other ways to perform this reduction, but all of these methods have minimal restriction on player builds. Everyone has DRB on global with only one copy. It is extremely easy to do so under the current meta.
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  • samt1996samt1996 Member Posts: 2,856 Arc User
    edited March 2016
    Yes and TBR every fifteen seconds... it's more powerful and you ignore it so what gives?

    I'm sorry we lack your awesome ability to sleep on the spacebar and fly in circles but we enjoy a more intelligent form of Gameplay, one that requires great skill and yet still rewards half the damage of comparable DPS builds so forgive me if I have no sympathy for you.
  • borticuscrypticborticuscryptic Member Posts: 2,478 Cryptic Developer
    edited March 2016
    Let me state this for the record: Nothing is intended to get "nerfed" with this Revamp.

    There WILL be abilities which gain/lose in effectiveness by small amounts, but the overall expectation should be that your performance at the end will be similar to what you can currently achieve on Holodeck. Our goal is to translate the old system to the new. I realize that the difference between translating and normalizing, vs. changing/nerfing/buffing, could be seen as a gray area. But hopefully with our intentions made clear, there can be a greater level of understanding about what to expect in the end.

    The Skill Revamp is not being used as an excuse to re-balance or change things that are perceived as balance issues. If X ability was "too powerful" before the revamp, it probably will still be seen as such after. After the revamp is in place, then we can consider re-visiting tuning and balancing issues.

    And if there are abilities that currently don't match the above statements on Tribble, rest assured that they're scheduled for review before S11.5 goes to Holodeck. Feel free to share your experiences in terms of the differences you're seeing, but understand that I want you to share that information for the sake of narrowing (or even eliminating) any performance gaps you're experiencing.
    Jeremy Randall
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  • sheldonlcoopersheldonlcooper Member Posts: 4,042 Arc User
    Fair enough, sir. This was a good thing to say and hear. No more complaining from me about the revamp.
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  • cryptkeeper0cryptkeeper0 Member Posts: 989 Arc User
    readiness skills still say 10% in the tooltip in the skill tree.
  • majortiraomegamajortiraomega Member Posts: 2,214 Arc User
    Let me state this for the record: Nothing is intended to get "nerfed" with this Revamp.
    ...
    And if there are abilities that currently don't match the above statements on Tribble, rest assured that they're scheduled for review before S11.5 goes to Holodeck. Feel free to share your experiences in terms of the differences you're seeing, but understand that I want you to share that information for the sake of narrowing (or even eliminating) any performance gaps you're experiencing.

    In that case, the Tricorder Scan damage resistance rating (DRR) debuff on ground is currently much lower than Holodeck values (-32.5 DRR on Tribble compared to -49.5 DRR on Holodeck). Fire on My Mark is similarly decreased (-41.5 DRR compared to -49.5 DRR on Holodeck).

    Also, Trajectory Bending is receiving a huge buff to its Critical Severity on Tribble, making it perform far better than Holodeck values.
    --->Ground PvP Concerns Directory 4.0
    --->Ground Combat General Bugs Directory
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  • nucasternucaster Member Posts: 22 Arc User
    readiness skills still say 10% in the tooltip in the skill tree.

    It's not just the tool tip, it's not working from my testing.

  • megraemegrae Member Posts: 58 Arc User
    13.5k a second is not what DRB does (2k to 3.2k per sec @ 508 Prtg)...13.5k or more in over 10 seconds sure, but not per second. Its hardly overpowered..It does less DOT as TBR for the same level seat. Plus its a pain to keep on target for anything that isnt big or moving slow..And its HORRENDOUS coooldown time...

    That damage is base before Critical Hits (which doubles the damage) and the damage resistance debuff the ability applies to the target. Sensor Scan + Attack Pattern Beta to boot for even lower resistances. Given that everyone uses Particle Manipulator...we all know that this ability Critically hits at least 52.5% of the time.

    The cooldown is also quite short given the power of the ability. 90 seconds is nothing when you have 3x Krenim Bridge Officer, a [SciCdr] deflector, the Bio-Neural Gel Pack, Tier 4 Terran rep traits, and Tanan the Gravimetrics Scientist. There are about a dozen other ways to perform this reduction, but all of these methods have minimal restriction on player builds. Everyone has DRB on global with only one copy. It is extremely easy to do so under the current meta.

    Can it hit hard? Yes it can, near the end of its use after its applied all resistance debuffs. But, do you realize how much work it takes to be able to make that skill hit hard? It does not come out of the box hurting. To make just a few science skills be powerful you need to get specific equipment and upgrade it all. Doing this will hurt you in other areas, like energy weapons, sometimes survivability. Also you need to know how to pilot the ship as it has somewhat small firing arc.

    As for the cooldown. Yeah, it can be done, but do you realize the amount of stuff you just listed just to get a few skills on global? I think you are just jealous that some science captains can do pretty good after spending lots of time, and resources, building up their ship.

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