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While thinking about it, why not, with different energy types, have the type focus

SystemSystem Member, NoReporting Posts: 178,019 Arc User
edited February 2010 in The Academy
skills up the chance of causing the 'added effect' increased with investments of points into that weapon type?

It's been stated by the devs that the reason to spec the higher damage types, Captain and Admiral level stuff, because they have better chance on hit effects. However, the issue I have with that is simply one in which you still only have a 2.5% chance(on most types) per shot of causing the effect. The chance is, overall, so low that the added benefit is unnoticable.

However, as I see it, if the weapon skills caused an increase in chance of these procs to occur, ontop of increasing the amount of damage caused by the weapon... that would make the higher end damage type more desirable for consideration.

I don't think capping out at 15% for 9 ranks would be too much while still giving a tangable benefit to these 'extra' benefits.
Post edited by Unknown User on

Comments

  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    That's actually a great idea, and I hope Cryptic notices this. I personally planned to stick with phasers and quantums before I had even known about the damage being the same per mark, but this would really seperate why it would be worth spending the extra skill points.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Interesting but pointless. In my experience the weapons proc effect is so trivial that even if it happened 100% of the time it would not effect the overall combat. This effect is so trivial as to be pointless. Increasing the frequecny of the occurance is an effort in futility.

    Now if the skills training magnified the proc effect we would be talking.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    LawLessOne wrote: »
    Interesting but pointless. In my experience the weapons proc effect is so trivial that even if it happened 100% of the time it would not effect the overall combat. This effect is so trivial as to be pointless. Increasing the frequecny of the occurance is an effort in futility.

    Now if the skills training magnified the proc effect we would be talking.

    Trivial? 100% occurance wouldn't affect combat?

    Phasers - Disable a subsystem. Land 4 hits, and everything is gone.

    Disruptors - 10% reduction to Damage Resistance. Land 10 hits (entirely possible with an Escort's cannons) and that's -100%.

    Plasma - Fire based DoT... it's just fun watching people catch on fire. :D

    Tetryon - Additional shield damage. No shields, no defenses.

    Polaron - Reduce power to subsystems. Just like Phasers, land a few hits and everything is gone.

    Transphasic Torp - Chance to penetrate shields. Like tetryon, no shield resistance, no defense.

    Chroniton Torp - Chance to slow enemy. Like Phasers and Polaron, if they can't act...

    Tricobalt Torp - AoE disable. The ability to constantly paralyze a group, instead of an individual.


    I can totally see how improving the chance of Proc would be a total waste of time.
    :rolleyes:
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    LawLessOne wrote: »
    Interesting but pointless. In my experience the weapons proc effect is so trivial that even if it happened 100% of the time it would not effect the overall combat. This effect is so trivial as to be pointless. Increasing the frequecny of the occurance is an effort in futility.

    Now if the skills training magnified the proc effect we would be talking.

    Wow, you have no idea what the phaser proc is, do you. Or the Disrupter proc, or polarons.

    If you can honestly tell me that you would not want to proc any of the following 100% the time, with every shot maybe you shoudl rethink playing this or any other game.

    Phasers: 1 subsystem off for 5 sec ie at any one time 2 or 3 subsystems would be down.
    Disruptors: 10% damage resistance debuff for 15 seconds. ie automatic 10% more damage all the time.
    Polaron: -25 to all system power levels. ie enemies have zero power ever and are always defenseless

    I'm going to go ahead and assume you were using hyperbole because any rational person can readily see the benefit to having any of those proc go off 100% of the time.

    On topic to the OP. I think 15% would be overpowered for some of the beam types. I could get on board with haivng the %chance top out around 5%. Maybe an additional 0.3%increase to the chance per point invested. Or perhaps have the skill points modify the other variable effects of the proc. Like increasing debuff times, plasma damage or what have you.

    Bottom line, I agree. Skill point investiture should affect other factors besides damage.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    I'm glad this was brought up. This helps in my decision just to keep phasers since the procs are so low and don't scale with the associated skill. Now if they change it, i will reconsider.
  • Archived PostArchived Post Member Posts: 2,264,498 Arc User
    edited February 2010
    Yeah, kinda goes to the point. Just doesnt make sense to have the only 'justification' for spending more points for anything about phaser/disruptor be a 2.5% proc.
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