http://sto.gamepedia.com/Console_-_Tactical_-_Auto_Targeting_Module
Seriously? You ROB an entire
*1/3rd* of the tactical console weapon type damage buff so as to add +15% Proton Damage, when the
Vulnerability Locator/Exploiter lose NOTHING from the weapon type damage buff relative to "vanilla" consoles ... AND get
sweet bonuses to CrtH/CrtD on top of everything else?
And ... seriously? A +2.5% Accuracy Buff? Really? REALLY? If it was a +10% Accuracy Buff, it'd be worth something (especially if the Accuracy Overflow worked in favor of getting Proton procs to ... well ... y'know ... proc).
So ... here's what I propose.
FIRST
UNnerf the damage bonus offered by the Auto Targeting Modules ... so it's +20/30% for damage types (generic or specific) instead of +13.3/20% at Very Rare Mk XII. In other words,
normalize the damage bonus offered to equal that of
every other tactical console.
SECOND
Drop the +15% Proton Damage and instead use the
Generic Console Stats to determine the boost to Proton Damage. This would mean +20% at Very Rare Mk XII, and +25% at Epic Mk XIV.
THIRD
Increase the +2.5% Accuracy bonus to be a full +10% Accuracy (all) ... and the proc chance for Protonic Weapons needs to include modifications for Accuracy Overflow (the bonus to Critical Hit/Severity for having Accuracy over 100%) in its calculations such that high accuracy is more likely to proc Proton Damage.
A major reason why the entire Protonic Weapon line is (rightly) viewed as such a non-starter is because the Console support for it is ... self-gimped BY DESIGN. Please, Cryptic ... you can fix this with some spreadsheet database edits.
S imple
E asy
E ffective
... not being done ...
Comments
Rouge Sto Wiki Editor.
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Designed gimped.
Implemented gimped.
Gimped AS INTENDED.
And what sucks beyond belief is that the Auto Targeting Modules are pretty much the ONLY place, aside from the unique Proton Particle Stabilizer, where you can get +Proton Damage.
"Alex, I'll take Bad Game Design Decisions for 200, please."
Science AND Engineering PLEASE!
Shield Refrequencer ... ALSO Self-Gimped *by 1/3rd* relative to Standard Consoles in order to "pay" for a 10% Proc CHANCE(!) for a teeny tiny smidgen of added Proton Damage when using Exotic Damage.
Energy Signature Dampener ... ALSO Self-Gimped *by 1/3rd* relative to Standard Consoles in order to "pay" for a +2.5% Defense bonus (wooooo...) and +10 Resistance to Antiproton and Proton Damage (double wooooo...). {eyes roll in disgust}
PUH-lease! With stats like that, you're just trolling us, Cryptic. *WE* know it, and by now your datamining metrics should SHOW IT conclusively.
.
So ... for the Shield Refrequencer ...
FIRST
UNnerf the science skill bonus offered by the Shield Refrequencer ... so it's +30 for science skills instead of +20 at Very Rare Mk XII. In other words, normalize the science skill bonus offered to equal that of standard science consoles.
SECOND
Have the courage of your convictions! You see that Proton Barrage ability sitting over there NOT BEING USED BY ANYONE? Why didn't (or better yet, won't) you "cross-pollinate" THAT particular buff stripping functionality(!) in with the stock and standard 25% chance on critical hit for extra Proton damage ala Embassy Consoles? Basically, something like this ...
to target: 25% chance: on critical hits: ## Proton Damage (Ignores Shields) vs. Non-Voth
With THAT in play, there might finally be a challenger for the Embassy Science Consoles when it comes to adding damage to your attacks, which would help get Proton Damage out of the gutter it's been lying in ever since you released the Dyson Reputation. You'd also "revise and extend" the notion that Proton Burn damage is supposed to do buff stripping as an added side effect.
And just as a side note, since I mentioned it ... why is Proton Barrage NOT considered an Exotic Damage ability (which can proc Temporal Cross-Wiring I/II, among other things)? It's the 3-piece set bonus from the Dyson Joint Command Technologies set. Did it get FORGOTTEN ... like so much else of the Dyson stuff? For some reason, the Isokinetic Cannon is considered Exotic Damage, even though the Delta Alliance Ordnance set it comes from is a WEAPON set, instead of a Deflector/Impulse/Core/Shield set. C'mon Cryptic ... how hard is it to (correctly?) flag Proton Barrage as an Exotic Damage skill?
.
Now as far as the Energy Signature Dampener engineering consoles are concerned ... these are so horribly lackluster that I'm strongly temped to say they are in dire need of outright REPLACEMENT, in the "top down/urban renewal" sense, rather than "mere updating" like the others. They're just THAT GIMPED. Literally ANYTHING ELSE ... including Common Engineering Consoles(!) ... are "better" than these pieces of trash. These things don't even count as Vendor Bait. Seriously. These things have NO REDEEMING QUALITIES. *NONE*. From start to finish, they're just Bad/Awful/Worse.
The only thing I'd want to "keep" about them, so as to save the Art Department from unnecessary work, is the icon visuals. THAT'S IT. That's the only thing about these items "worth" saving. Well, okay ... they're also just about the only source in the game for Proton Damage Resistance, so we'll probably need to keep that as well.
So, again, let's try more of a Clean Sheet Of Paper approach to these items.
FIRST
UNnerf the engineering skill bonus offered by the Energy Signature Dampener ... so it's normalized to match the engineering skill bonus offered by standard engineering consoles. Stop doing this "1/3rd off" nonsense! If I want Antiproton Resistance, I'll buy the Antiproton Resistance console ... okay?
SECOND
Take whatever the Monotanium Alloy Resistance Value would be for the same Rarity and Mk Level, cut it in half, and then use THAT Resistance Value as the Proton Damage Resistance offered by the console based on Rarity and Mk Level. Considering the fact that only Players and Tholian Webs do Proton Damage in Space, this ought to be a "no brainer" as far as balancing is concerned, since the damage type is the rarest of all to be on the receiving end of outside of PvP.
THIRD (Proposal)
Let's snag something from the Solanae Hyper-Efficient Impulse Engines as an alternative "this is a cool buff" effect for these consoles.
- When receiving damage, 5% chance to gain +3.5% Turn Rate, +0.5 Flight Speed and +5% Defense for 15 seconds
The practical upshot of this would be that if you want multiple stacks of this effect, you will need to equip multiple copies of these consoles (and get shot at a lot). There would be no "lockout" on proccing the effect, but due to the "one stack" rule this would mean that proccing the effect multiple times during the 15 second duration would simply "overwrite to extend" the duration of a single console's proc effect instead (so procs aren't "wasted" per se). For art of the effect in action, simply use the already existing art for the proc on the Solanae Hyper-Efficient Impulse Engines, and if necessary, have it "overwrite" whatever Impulse Trail FX the ship would normally be producing.This effect can only stack once per console equipped
FOURTH (Proposal)
If using the "proc to speed up" rewrite borrowing from the Solanae Hyper-Efficient Impulse Engines as suggested, rename these items to be Energy Absorption Collectors instead.
.
Your move, @borticuscryptic ...
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
They'll always do that constantly ... assuming there's any of them left. It's called "working the ref" and PvPers do it all the time, even without cause. See this pie chart as evidence (for another game, admittedly, which is pure PvP).
In other breaking news, Water Is Wet! Film at 11!
Protonic Kool-Aid Down The Drain Cruiser
Immortal BOff Skills combo for Ground
I'd love to see them buffed up a bit, anything to add some build diversity without gimping your build. Protonic Polaron is quite interesting because you can actually affect how often it procs, making it a very rare beast indeed. Trouble is in the current state, those consoles make it utterly useless.