- Well, there's a lot of good in here, but:
1) OSS significantly loses in attractiveness if I get it right that you can no longer use Engineering team to get rid of the debuff.
2) DEM significantly loses in usability as long as you're not ALWAYS shooting at shield covered targets.
So I just got back from the test server (verified twice) and with 100 EPG and 125/100 aux power I am seeing an increase in gravity well damage over what we currently have on live.
Gravity well 3: 1222.9 --> 1794.
Gravity well 1: 733.9 --> 1075.5.
Also looking like something similar is happening with subspace vortex:
Subspace vortex 3: 2301 --> 2428.
Anyone else seeing anything like this?
I'll trust this and Crypticspartan's reassurance that there were mistakes in some powers Aux calculations and that nerfs to GW and others weren't intended. If that's the case, I'm glad (although that GW3 damage increase is a little frightening).
- And last, two console passives are nerfed, which I kinda understand - given how strong they are - but it still makes me sad. Now it'll have to be thought over whether to use Plasmonic Leech and Shields Absorptive Frequency Generator.
TOIVA, Toi Vaxx, Toia Vix, Toveg, T'vritha, To Vrax: Bring in the Allegiance class. Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider. Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
•All engineering consoles that previously gave +Kinetic and +Energy damage resistance rating now give All Damage Resistance Rating instead. .
•All consoles that previously just gave +Kinetic Damage Resistance Rating additionally give the same magnitude of +Physical Damage Resistance rating.
Will the Temporally Shielded Data Core be adjusted in light of this new item budget evaluation for physical damage resistance? Please say 'yes'.
So I just got back from the test server (verified twice) and with 100 EPG and 125/100 aux power I am seeing an increase in gravity well damage over what we currently have on live.
Gravity well 3: 1222.9 --> 1794.
Gravity well 1: 733.9 --> 1075.5.
Also looking like something similar is happening with subspace vortex:
Subspace vortex 3: 2301 --> 2428.
Anyone else seeing anything like this?
Yes, on a freshly copied toon whose build I just checked on holodeck...SSV3 goes from ~6100/tick to 7200 on the tooltip, and GW3 goes from 3600 to 5200. Spartan did say, somewhere upthread, that the aux scaling that should have gone into effect with the skill revamp is now being applied as intended, starting scaling from 5 rather than 50. Thus, even though the patch notes talk about base damage decrease, the aux power fix is a net buff.
When you're done answering the other important questions, can you post what the actual % speed increase was for Targetable Torps is, and is it linked to Torpedo Pre-Fire Sequence?
I'm probably in the minority on this one, but Plasmonic Leech should really only affect targets that have subsystems to drain power from.
You shouldn't be able to drain power from the Crystalline Entity, Tholian Web Walls, Photonic ships or any other number of targets in the game which don't (or at least shouldn't) have power subsystems in order to boost your own.
When you're done answering the other important questions, can you post what the actual % speed increase was for Targetable Torps is, and is it linked to Torpedo Pre-Fire Sequence?
Thanks.
limited testing but with both prefire and the buff my hyper romulan plasmas hit a lot more quickly against targets. It's not going to break the game but it feels better. No more lumbering death balls..
Subnucleonic Beam is the Science Officer's signature ability. I am very unhappy to see this skill not only moved off science officers, but rendered useless by moving it to a 3 minute cooldown bridge officer ability. The goal of this re-balance was supposed to help move the game away from the current all damage builds, but you're taking away a Science debuff and replacing it with...another damage buff.
Cryptic, the fun part about Science captains is the fact that they are support captains. Replacing subnuke beam with another bland tactical buff (albeit for science skills only) is a design change that leaves me quite dismayed. You're also forcing science officers to play science heavy ships in order to take advantage of their primary science ability. That is not fun and is greatly reducing design capabilities. Please, reconsider this change before it goes live.
Agreed. I felt valued as a Sci Captain in being able to pick out key buffs on the enemy and clear it for the team. It takes more experience and skill than simply stacking buffs for DPS. Subnuke at 2 minutes is too long for a BOFF ability. A watered down Scattering Field would be better as a BOFF ability.
So I just got back from the test server (verified twice) and with 100 EPG and 125/100 aux power I am seeing an increase in gravity well damage over what we currently have on live.
Gravity well 3: 1222.9 --> 1794.
Gravity well 1: 733.9 --> 1075.5.
Also looking like something similar is happening with subspace vortex:
Subspace vortex 3: 2301 --> 2428.
Anyone else seeing anything like this?
Would you be kind enough to compare TBR and DRB numbers as well please? I cannot download Tribble due to bandwidth limits right now. Thanks!
What about ship explosion damage?
Every freaking time a ship explodes near me, my T5 ship instant dies. This is hard with terrible turning rate such as Cruisers. This needs to be look at. Freaking instant death from AI exploding ships because you can't get out fast enough.
I don't think that needs changing. Brace for Impact or Evasive Maneuvers will help you quite a bit here.
So I just got back from the test server (verified twice) and with 100 EPG and 125/100 aux power I am seeing an increase in gravity well damage over what we currently have on live.
Gravity well 3: 1222.9 --> 1794.
Gravity well 1: 733.9 --> 1075.5.
Also looking like something similar is happening with subspace vortex:
Subspace vortex 3: 2301 --> 2428.
Anyone else seeing anything like this?
Would you be kind enough to compare TBR and DRB numbers as well please? I cannot download Tribble due to bandwidth limits right now. Thanks!
My TBR towboat and primary sci ship takes a big hit with this. I was happy I could have a damage dealing sci ship that was different than simply dropping grav wells. It can still do that, mind you, but I have to revise the whole thing and maybe have to discover it's now a sideline build
But the rest of the changes seem interesting, I like that Boarding Party gets a bit of a tweak, but in my opinion the change needed most was left out: currently, if the target dies the BP shuttles will cease to function, just sit there - @crypticspartan#0627 I would suggest to let them search for a new target like targetable torpedoes do or make them return to the mothership for a cooldown reduction on each shuttle that returns successfully. I'm also not sure wether the increased speed of shuttles (can't test right now) does reduce the effectiveness of investing in a DOFF that arms the shuttles since their ability to pepper a target with support fire is now reduced. I do like to be able to increase the disable duration, though. But since it is not a drain but a disable it stays rather redundant if all "boss" mobs (the only time you face a single target) are immune to disables all the time. Does a phaser disable proc lock out the disable from a boarding party or are they two different kinds of disabling powers?
^ Memory Alpha.org is not canon. It's a open wiki with arbitrary rules. Only what can be cited from an episode is. ^
"No. Men do not roar. Women roar. Then they hurl heavy objects... and claw at you." -Worf, son of Mogh
"A filthy, mangy beast, but in its bony breast beat the heart of a warrior" - "faithful" (...) "but ever-ready to follow the call of the wild." - Martok, about a Targ
"That pig smelled horrid. A sweet-sour, extremely pungent odor. I showered and showered, and it took me a week to get rid of it!" - Robert Justman, appreciating Emmy-Lou
Has anyone tested how the immunity lockout affects pilot escorts/birds/raptors yet? Hopefully the devs have looked at it and if there is a lockout, have added +dodge/defence to the moves for those times immunity is locked
So I just got back from the test server (verified twice) and with 100 EPG and 125/100 aux power I am seeing an increase in gravity well damage over what we currently have on live.
Gravity well 3: 1222.9 --> 1794.
Gravity well 1: 733.9 --> 1075.5.
Also looking like something similar is happening with subspace vortex:
Subspace vortex 3: 2301 --> 2428.
Anyone else seeing anything like this?
Would you be kind enough to compare TBR and DRB numbers as well please? I cannot download Tribble due to bandwidth limits right now. Thanks!
What is the new ranges on Photon mines, what about the other mines like Quantum? Its not listed on the items.
Call Emergency Artillery: I love this ability but never use it as so ineffective even doubling or tripling the damage wouldn’t make it useful. Just how much extra damage are we talking about? has anyone tested it and measured DPS? When I used to use it, it was always at the bottom of the chart doing something like 0.5% of my outgoing damage and that was with fast recharge rank 3.
“Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds, from your next attack within 30 seconds.”
What does that mean?
Hazard Emitters: Now additionally cleanses DoT effects. I am confused as Emitters always cleaned DoT’s. That’s the main reason we use emitters. What's changed?
"•All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities"
Some of my immunities trigger automatically. Does that mean I lose them or they will just fail to trigger if I am on lockout?
“Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds”
It means you only have 10 seconds to fire your torp after you activated the buff. Basically you couldn't double-tap anymore by holding on to your torp and firing only when your next spread or HY is off CD.
Thanks! It seems DRB and TBR took a nasty hit. I wonder if DRB is scaling correctly with Aux there? If those are the new numbers, then ouch!
That was my feeling, too...~50% off the top seems severe, but if there's some new problem for those with aux scaling, I might have missed it. Anyway, it might be iterated or shift before holodeck or shortly after release. Deflector Overcharge + the net gains by gw/ssv will mean most of my sci's break even, since they were generally using a mix of cpb/gw/ssv/temporal powers, maybe with drb.
“Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds”
It means you only have 10 seconds to fire your torp after you activated the buff. Basically you couldn't double-tap anymore by holding on to your torp and firing only when your next spread or HY is off CD.
That's a nasty change. So no more pre paring skills as you fly into combat! But that do that in the TV show all the time and I fly like that all the time without double tapping. On the Breach I often trigger my skills as I round the corner to hit the door. Wouldn’t 15 seconds be a little better still stops double tap but less of an impact on hitting skills as you fly towards the NPC group. But still I don't like that change it hurts a lot of people who don't double tap.
Thanks! It seems DRB and TBR took a nasty hit. I wonder if DRB is scaling correctly with Aux there? If those are the new numbers, then ouch!
That was my feeling, too...~50% off the top seems severe, but if there's some new problem for those with aux scaling, I might have missed it. Anyway, it might be iterated or shift before holodeck or shortly after release. Deflector Overcharge + the net gains by gw/ssv will mean most of my sci's break even, since they were generally using a mix of cpb/gw/ssv/temporal powers, maybe with drb.
Yeah with Deflector Overcharged, we can probably claw back a substantial amount of lost damage through other sources too. Just hurts though. XD Not complaining though. Would like to see if they readjust that still. 50% off the top is a bit much on 2 skills that were good, but not overperforming (in a PVE setting at least) like FBP was.
“Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds”
It means you only have 10 seconds to fire your torp after you activated the buff. Basically you couldn't double-tap anymore by holding on to your torp and firing only when your next spread or HY is off CD.
As an extra thought if I fly with 1 long cooldown torpedo and 1 torp skill wont this change mean I can no longer just hit the torp skill and wait for the torpedo to be ready to fire. Effectively I will lose the torp skill as the 10 seconds will pass before the torpedo is ready to fire. This is going hit some of my builds hard.
“Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds”
It means you only have 10 seconds to fire your torp after you activated the buff. Basically you couldn't double-tap anymore by holding on to your torp and firing only when your next spread or HY is off CD.
As an extra thought if I fly with 1 long cooldown torpedo and 1 torp skill wont this change mean I can no longer just hit the torp skill and wait for the torpedo to be ready to fire. Effectively I will lose the torp skill as the 10 seconds will pass before the torpedo is ready to fire. This is going hit some of my builds hard.
Why not just hit the buff when your torp is ready?
Regarding Plasmonic Leech - I always wondered why it wasn't simply an activatable ability. Then it would basically be a variant Energy Siphon on a console. And could probably give more significant power buffs, but it would just be once for 15 seconds every 2 minutes or something like that.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Oh, I am not sure the change from Shield Weakening to Shield Penetration is a good idea. There already plenty of people that think shields are useless. Shield Weakening seemed a reasonable compromise during the skill revamp.
Star Trek Online Advancement: You start with lowbie gear, you end with Lobi gear.
Oh, I am not sure the change from Shield Weakening to Shield Penetration is a good idea. There already plenty of people that think shields are useless. Shield Weakening seemed a reasonable compromise during the skill revamp.
Well a bunch of shield penetrating damage have been nerfed, so I think this may be an OK compromise. Besides, I doubt the shield pen from the new skill will be substantial.
Please sort out All hands on Deck. It's now completely useless when other abilities may reduce boff power cooldowns, and especially since its impossible to drop down captain powers. My gripe is with having paid for something of worth and now it's worth nothing. Please fix all hands on deck!
Go Down Fighting:
•Now scales damage much more aggressively with missing HP
•Can no longer be activated while Invincible or Continuity are available to save you from death
Would you consider allowing the 'A Good Day to Die' trait override the new Invincible/Continuity restrictions?
Go Down Fighting:
•Now scales damage much more aggressively with missing HP
•Can no longer be activated while Invincible or Continuity are available to save you from death
Would you consider allowing the 'A Good Day to Die' trait override the new Invincible/Continuity restrictions?
Why? It's a good nerf. Tactical captains don't need yet another overpowered damage buff.
Comments
Or stop flying though the explosion. It' looks awesome but it really is hard on the hull
1) OSS significantly loses in attractiveness if I get it right that you can no longer use Engineering team to get rid of the debuff.
2) DEM significantly loses in usability as long as you're not ALWAYS shooting at shield covered targets.
- When it comes to science: I'll trust this and Crypticspartan's reassurance that there were mistakes in some powers Aux calculations and that nerfs to GW and others weren't intended. If that's the case, I'm glad (although that GW3 damage increase is a little frightening).
- And last, two console passives are nerfed, which I kinda understand - given how strong they are - but it still makes me sad. Now it'll have to be thought over whether to use Plasmonic Leech and Shields Absorptive Frequency Generator.
Toi'Va, Ti'vath, Toivia, Ty'Vris, Tia Vex, Toi'Virth: Add Tier 6 KDF Carrier and Raider.
Tae'Va, T'Vaya, To'Var, Tevra, T'Vira, To'Vrak: Give us Asylums for Romulans.
Don't make ARC mandatory! Keep it optional only!
Will the Temporally Shielded Data Core be adjusted in light of this new item budget evaluation for physical damage resistance? Please say 'yes'.
I just want to say I appreciate how this description answers my concerns about the Elachi Haywire reflect effect .
Yes, on a freshly copied toon whose build I just checked on holodeck...SSV3 goes from ~6100/tick to 7200 on the tooltip, and GW3 goes from 3600 to 5200. Spartan did say, somewhere upthread, that the aux scaling that should have gone into effect with the skill revamp is now being applied as intended, starting scaling from 5 rather than 50. Thus, even though the patch notes talk about base damage decrease, the aux power fix is a net buff.
When you're done answering the other important questions, can you post what the actual % speed increase was for Targetable Torps is, and is it linked to Torpedo Pre-Fire Sequence?
Thanks.
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.
You shouldn't be able to drain power from the Crystalline Entity, Tholian Web Walls, Photonic ships or any other number of targets in the game which don't (or at least shouldn't) have power subsystems in order to boost your own.
Agreed. I felt valued as a Sci Captain in being able to pick out key buffs on the enemy and clear it for the team. It takes more experience and skill than simply stacking buffs for DPS. Subnuke at 2 minutes is too long for a BOFF ability. A watered down Scattering Field would be better as a BOFF ability.
Would you be kind enough to compare TBR and DRB numbers as well please? I cannot download Tribble due to bandwidth limits right now. Thanks!
I don't think that needs changing. Brace for Impact or Evasive Maneuvers will help you quite a bit here.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
David
*** Aktiv since 03.06.10 ***
David
*** Aktiv since 03.06.10 ***
TBR: Rank 1 = 3196->2130, Rank 2 = 4219->2812, Rank 3 = 5305->3537
DRB: Rank 1 = 2561->1345, Rank 2 = 3265->1681, Rank 3 = 3970->2018
GW: Rank 1 = 2160->3175, Rank 2 = 2880->4234, Rank 3 = 3600->5292
SSV (Incomplete Data): Rank 3 = 6673->7057
Eternal @ 495 EPG, 130 Aux with various exotic-boosting consoles but no active effects in ESD orbit. Same ship, specs, traits, doffs, and gear.
But the rest of the changes seem interesting, I like that Boarding Party gets a bit of a tweak, but in my opinion the change needed most was left out: currently, if the target dies the BP shuttles will cease to function, just sit there - @crypticspartan#0627 I would suggest to let them search for a new target like targetable torpedoes do or make them return to the mothership for a cooldown reduction on each shuttle that returns successfully. I'm also not sure wether the increased speed of shuttles (can't test right now) does reduce the effectiveness of investing in a DOFF that arms the shuttles since their ability to pepper a target with support fire is now reduced. I do like to be able to increase the disable duration, though. But since it is not a drain but a disable it stays rather redundant if all "boss" mobs (the only time you face a single target) are immune to disables all the time. Does a phaser disable proc lock out the disable from a boarding party or are they two different kinds of disabling powers?
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Thanks! It seems DRB and TBR took a nasty hit. I wonder if DRB is scaling correctly with Aux there? If those are the new numbers, then ouch!
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Call Emergency Artillery: I love this ability but never use it as so ineffective even doubling or tripling the damage wouldn’t make it useful. Just how much extra damage are we talking about? has anyone tested it and measured DPS? When I used to use it, it was always at the bottom of the chart doing something like 0.5% of my outgoing damage and that was with fast recharge rank 3.
“Torpedo High Yield, Torpedo Spread, and Torpedo Transport Warhead now only upgrade your next torpedo attack within 10 seconds, from your next attack within 30 seconds.”
What does that mean?
Hazard Emitters: Now additionally cleanses DoT effects. I am confused as Emitters always cleaned DoT’s. That’s the main reason we use emitters. What's changed?
"•All player damage immunities now place a 15 second lockout on you during which you cannot activate or otherwise be affected by any more damage immunities"
Some of my immunities trigger automatically. Does that mean I lose them or they will just fail to trigger if I am on lockout?
It means you only have 10 seconds to fire your torp after you activated the buff. Basically you couldn't double-tap anymore by holding on to your torp and firing only when your next spread or HY is off CD.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
That was my feeling, too...~50% off the top seems severe, but if there's some new problem for those with aux scaling, I might have missed it. Anyway, it might be iterated or shift before holodeck or shortly after release. Deflector Overcharge + the net gains by gw/ssv will mean most of my sci's break even, since they were generally using a mix of cpb/gw/ssv/temporal powers, maybe with drb.
Yeah with Deflector Overcharged, we can probably claw back a substantial amount of lost damage through other sources too. Just hurts though. XD Not complaining though. Would like to see if they readjust that still. 50% off the top is a bit much on 2 skills that were good, but not overperforming (in a PVE setting at least) like FBP was.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Why not just hit the buff when your torp is ready?
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Well a bunch of shield penetrating damage have been nerfed, so I think this may be an OK compromise. Besides, I doubt the shield pen from the new skill will be substantial.
| USS Curiosity - Pathfinder | USS Rift - Eternal |
The Science Ship Build Thread - Share your Sci Ship builds here!
Would you consider allowing the 'A Good Day to Die' trait override the new Invincible/Continuity restrictions?
Why? It's a good nerf. Tactical captains don't need yet another overpowered damage buff.