The lack of "balance" is not due to any one console or skill, rather it is largely due to lack of limits to bonus' gained from certain gear/trait combinations and also certain OP traits. The reason this will never be resolved is because to truly address "balance" issues is to reduce the value of cash/lobi items, which end result means less money in pockets of cryptic. Somehow I don't expect that to happen anytime soon. In the meantime Cryptic will continue this crusade to further limit what a f2p player can achieve under the banner of "balancing".
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Yeah but they don't really care about 100k dps when you can reach more than double that...(Or has dps gotten to 300k since I was gone?)
I'm asking because I honestly don't know. I do know that a ships stats are much different (Which makes no sense to me) when the ship is in or out of a combat zone. As soon as you load into a mission area it shows (The real stats?) much higher stats.
Also if there is no in game option to record your "real" dps wouldn't you need to use some third party mod? If you are using a mod to record those stats, what one are you using and is there any danger of having your account banned for using it?
(I'm not sure about you but I have a ton of money invested in this game. Buying ships, items and unlocks. I wouldn't wanna risk losing it over a third party mod)
https://www.sto-league.com/combatlogreader/
I use this one on my desktop. It has a readme that will explain everything.
See, you highlighted an issue right there - you expect a link to a ship template somewhere.
And what issue might that be? I bet you design all your own ships with zero knowledge and information from others don't you. I'm sure you do.
But no. It would be "proof" for 3rd party confirmation.
No pug run or they'd be relying on buffs. Ever since I stared playing this game I hear over and over how "easy" it is and new people are just "stupid". So I'd like to see it. Level 50, only regular gear, no rep gear, no fleet stuff, no traits from any later missions. no R&D traits no spec trees etc.
But before anyone is going to complain about correcting the issue: take a look at the ground fixes that we know thus far. None of it is actually sold, they're all captain related abilities or just regular kit modules that won't be able to stack anymore, thereby preventing the exploitation of stuff that almost everyone can get without true effort, let alone paying for it.
They may decide to correct the problems with power creep that's related to things they sold in lock boxes; and that's obviously hard to defend from a moral point of view. But the current fixes have little to do with that.
I was recently able to cure a fleet mate of his 'must have gold xiv to be good' mentality using blue/green mk XII in a duel with him and winning 2 of 5 and forcing him to scramble like mad with the other 3. Always nice when someone is willing to wake up and realize, knowing your ship and where/when to pop your powers is more important.
Down side is I can't do TRIBBLE versus his current builds lol
a) causes a gross overexaggeration of actually dealt damage by spreading the damag a AoE attack causes 1:1 or even sometimes 1:1+x over multiple targets and thus simply inflating the measured damage value - STO / Cryptic has no concept on AoE vs single target mechanics, the most basic rule is that AoE affects more targets but deals less overall damage to a target whereas single target deals high damage to a single target. In this game you never face a single target that would require single target tactics, you almost exclusively face trash mobs you eat up via AoE and when a single target pops up you simply continue to use AoE attacks since there are no penalties to it. DPS is inflated since it's always measured in ticks damage to X enemies divided through time.
b) eliminates the need to optimize for anything but pushing out AoE damage (and any kind of teammate reliance), effectively eliminating "glass cannons" but making everyone a phenomenal tank, healer AND damage dealer.
If people had to divide their investments in character builds at least a bit more eqqually between survivability and damage and couldn't as easily swipe away fifty trash mobs with a single attack (the favoritism of AoE has nothing to do with traits or store purchases, the basic abilities already augment damage against ALL targets) we would look at a different game.
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If it's right after de cloaking with weapon power buffs and set to max power levels I DO think it would be possible in something like a t6 fleet tactical raptor. That ship would be extremely weakly defended but even some noob with a rainbow boat in mk12 green maybe able to pull this off. (Raptor also comes with the extra mini torpedo ever 4 seconds also). A flat out white build, I am unsure on this one. Also there are other factors to consider. What kinda captain? what level is he? what class?
Huge difference if he is level 40 vs lvl 60
And I love it that way! Seriously, the intended nerfs (or, rather, what ppl are speculating on what they'll be) are bad for business.
95% of the 100K club are doing it in a Borg STF with everyone feeding off everyone else's buffs. i can't imagine it possible solo. ESPECIALLY without special traits consoles ect.
the few times I ran DPS I used starbase 124
it isn't equipment as much as traits, buffs and abilities.
Worse, the top end is now up around 500k. Yes, you don't need anything special to get to 100k...if you're a tac How many non-tacs do you think there are with mk 12 purple gear, no fleet stuff, and limited interaction with genetic resequencers who can get 100k? I'd bet almost none who can pug it, and still only a few who get dragged along by a really high-power team steamrolling stuff.
Perfect example, my 330k CCA with a 2.4 million damage hit with recursive shearing rank 3, and a combat duration so low that that single hit made up almost 50% of my dps. Anything much over 100-150k is (imo) all about how you massage the numbers, along with running a whole bevy of replicates to get one run with the highest value.